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	<updated>2026-05-03T21:53:14Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=Haven_Management_(LWOTC)&amp;diff=118523</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=118523"/>
		<updated>2024-03-10T17:04:27Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Clarification&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 assign 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, which will be delivered at the end of the month in the supply drop.&lt;br /&gt;
* Recruit: attempt to find new 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: produce nothing. This doesn&#039;t help reduce the ADVENT strength (Alert level) in the region, but it helps to avoid haven raids.&lt;br /&gt;
&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. Resistance personnel over 13 always survive retaliations, meaning they can be used as buffer for losses.&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.&lt;br /&gt;
&lt;br /&gt;
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 a liaison to a region by clicking the box in the upper left of the management screen. 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 higher their rank and any officer rankings they have will increase their effectiveness in boosting the recruit job and in hunting faceless. The soldier will also be available on all retaliations along with any equipment they currently have. 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 lost haven.&lt;br /&gt;
* Scientists: boosts intel jobs by 20%.&lt;br /&gt;
* Engineer: boosts supply jobs by 20%.&lt;br /&gt;
&lt;br /&gt;
The 24 hours cooldown period does not apply to liaisons, so they can be taken out for missions and returned without any extra loss on top of the days spent outside haven.&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 more than a third of the total haven population (ex. there can&#039;t be more than 4 Faceless 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 successfully 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 liaison 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 rebels&#039; 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 they were supposed to be in the mission. It&#039;s possible to attempt and fail a mission without losing 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 least 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. So 2 rebels on duty is always safe. But 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 an assault 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;
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 1-2 points, 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 job). 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 cannot 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>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118519</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118519"/>
		<updated>2024-03-09T22:10:27Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Liberation vigilance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity refers to the quantity of enemies deployed on a map. Enemy Activity Level is an estimation of the number of enemy units you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; number of enemy units depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page). In general, at 0% infiltration, the number will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower. These steps are dependent on mission type and do not necessarily correspond to one Enemy Activity Level per step.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||Hidden||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||Hidden||10||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot (aka full salvage) - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;Revealed Start&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Capture or Kill VIP - XCOM must capture or kill an enemy VIP and then extract from the mission. The VIP has [[Perk List (LWOTC)#Shadowstep|Shadowstep]] so that they cannot be killed by inadvertent reaction attacks. This mission may or may not contain faceless but we are unable to detect them and won&#039;t reflect in the detected baseline enemy activirty. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Smash and Grab - Raid ADVENT warehouses/depots to obtain resources. There are two types:&lt;br /&gt;
** Extract Crates - XCOM must mark crates spread throughout the field so that Firebrand can receive them and then evac once . You must acquire at least 4 crates for the mission to be successful. When the squad is revealed, ADVENT will be marking 2 crates every other turn to recover them but can be overrided with our own marks. After the squad is revealed, ADVENT will continuously send reinforcements after 7 turns to stop you in which you must evac. Concealed Start&lt;br /&gt;
** Seize ADVENT resource cache - XCOM must infiltrate an ADVENT warehouse and recover at least one of 5-6 crates throughout the building. After 12 turns, ADVENT will continuously send reinforcements to stop you in which you must evac to escape. After FL7,  there is a 10% chance larger warehouses can be found which will have 2 additional crates to recover. &#039;&#039;Revealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Destroy an Alien Relay - XCOM must destroy an alien&#039;s relay before it completes transferring data. There are two types:&lt;br /&gt;
** Destroy Relay - XCOM must find and destroy the relay within 12 turns before it completes transferring data.&lt;br /&gt;
** Sabotage Transmitter - XCOM must find and plant an X4 in order to be able to destroy the transmitter before it completes transferring data. There is only 4 turns before it completes but there are small power nodes spread throughout the mission that can be destroyed granting 1 additional turn to get to the transmitter.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hack Objective. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue or extract a VIP from a city location and move to the extraction point. This mission has a +1 strength modifier meaning there will be more enemies than normal. &#039;&#039;Concealed start or Revealed based on mission type&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; Hinder Advent Operations. This mission has a +2 strength modifier meaning there will be more enemies than  normal. There are potential mission types:&lt;br /&gt;
**Capture or Kill VIP&lt;br /&gt;
**Destroy the Relay&lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies for 2 turns. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
After Liberation 2 is completed, ADVENT&#039;s desired Strength in the region is increased by 1, effectively equal to having a Vigilance one higher than displayed in-game.&lt;br /&gt;
&lt;br /&gt;
Liberating a region adds 1 Vigilance to all unliberated regions world-wide. Adjacent regions receive an additional 1-2 Vigilance.&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys, troop columns and UFOs, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Reinforcements_(LWOTC)&amp;diff=118496</id>
		<title>Reinforcements (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Reinforcements_(LWOTC)&amp;diff=118496"/>
		<updated>2024-02-29T23:42:43Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &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;
&lt;br /&gt;
Reinforcements in LWOTC follow specific rules that differ from vanilla XCom2 in several ways.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements location===&lt;br /&gt;
In LW2, the location of incoming ADVENT/Alien reinforcements is no longer denoted by a red flare (with the exception of Rookie difficulty where the flares are still present). Reinforcements will try to drop in locations where they can flank you and rarely drop out of view (but this can occur).&lt;br /&gt;
&lt;br /&gt;
===Reinforcements composition===&lt;br /&gt;
Any ADVENT or Alien unit can be part of a reinforcement pod. Alien pods will teleport rather than drop to the area. It&#039;s perfectly possible to have Chryssalid Hive Queens or Sectopods as part of the stronger reinforcements. Reinforcements will grow in stronger with each wave. They start slightly stronger than in vanilla and end much, much stronger.&lt;br /&gt;
&lt;br /&gt;
===Reinforcement schedule===&lt;br /&gt;
Enemy reinforcements generally come at more or less regular intervals based on ADVENT Alert Level (strength) in the region. Some missions have higher Alert Level than others and this added Alert will affect reinforcements. LW uses a &amp;quot;reinforcement bucket&amp;quot; to control when reinforcements appear during a mission. It starts at 0 and start filling each turn even if your squad is in concealment. Each turn, a value based on Alert Level is added to the bucket. When the bucket reaches 1, a new wave of reinforcements will drop and the bucket is reduced by 1 (excess points above 1 will start filling the new bucket). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Alert Level&lt;br /&gt;
(for the mission)&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Bucket Increase per turn&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns before reinforcements&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Max&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Avg&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | Min&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 7.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.29&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 6.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.4&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 5.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.21&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.23&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.25&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 4.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.26&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.38&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.49&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.52&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.30&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.43&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.55&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.32&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.59&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.33&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.48&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.62&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 3.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.35&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.50&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.65&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.0&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.37&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.53&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.9&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.39&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.56&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.72&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.8&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.4&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.40&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.58&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.75&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.42&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.60&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.78&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.4&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.7&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.3&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.44&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.63&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.81&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.6&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.46&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.66&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.85&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.2&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.47&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0.88&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 2.1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.5&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1.1&lt;br /&gt;
|}&lt;br /&gt;
* On top of this, the &#039;&#039;Rapid Response&#039;&#039; Dark Event adds 0.1(Rookie), 0.15(Veteran) or 0.2(Commander+) to the bucket each turn.&lt;br /&gt;
* Reinforcements are slowed down globally by an additional value at Rookie (-0.25) and Veteran (-0.1).&lt;br /&gt;
* Some missions like Snare and some Retaliations use a modified bucket and will have faster reinforcements.&lt;br /&gt;
&lt;br /&gt;
===Doom Reinforcements===&lt;br /&gt;
Sabotage Monument, Facilities, Blacksite, and Forge all have a hidden Doom Reinforcement Timer. They all work differently. For Sabotage Monument, it activates when you break Concealment, and gives you 20 turns before triggering the RNF Timer (at legend difficulty). For Facilities, it is 35 turns after breaking concealment. On the Blacksite and Forge missions the timer begins at the start of the mission, and are 45 and 50 turns respectively. &lt;br /&gt;
These &amp;quot;doom reinforcements&amp;quot; serve as a soft timer to force the player to eventually evac from the mission.&lt;br /&gt;
The table below shows how the doom timer for the Sabotage Monument mission changes with regards to difficulty level.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Difficulty&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Turns until doom reinforcements start dropping&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After the squad breaks concealment&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | After mission objectives are completed&lt;br /&gt;
|-&lt;br /&gt;
| Rookie&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Commander&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Legend&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=118488</id>
		<title>Facilities (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWOTC)&amp;diff=118488"/>
		<updated>2024-02-28T23:05:38Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &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;
|[[Guerrilla Tactics School (LWOTC)|Guerrilla Tactics School]]       ||$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 (LWOTC)|Resistance Ring]]    ||$80/100         ||12d     ||-3/5     ||E 1/2     ||$0 ||Can start Covert Actions as soon as previous one finishes. More Covert Action choices. Each staffed engineer increases CA completion rate.&lt;br /&gt;
|-&lt;br /&gt;
|[[Infirmary (LWOTC)|Infirmary]]                ||$150/80         ||14d     ||-3/5     ||S 1       ||$0 ||Scientist increases wound recovery speed by 50% (100% on Rookie difficulty). Can place soldiers to heal negative traits. Can upgrade to use the hypervital module, once per soldier per campaign instant recovery.&lt;br /&gt;
|-&lt;br /&gt;
|[[Training Center (LWOTC)|Training Center]]    ||$150            ||12d     ||-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. The Workshop counts as 1 engineer for item requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Power Relay                                    ||$120/60/60      ||10d     ||+4/6/11  ||E 1/2/2   ||$0 ||Each engineer gives +5 Power. 2nd upgrade also costs 1 Alloy, 10 Elerium, and 1 Core.&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 (LWOTC)|Proving Ground]]      ||$50             ||14d     ||-2       ||E 2       ||$0 ||Each engineer increases project completion rate by 100%.&lt;br /&gt;
|-&lt;br /&gt;
|Defense Matrix                                 ||$50/35          ||14d     ||-1/2     ||E 1       ||$0 ||2/4 Turrets. Staffed engineer improves Turret stats.&lt;br /&gt;
|-&lt;br /&gt;
|[[Psionic Labs (LWOTC)|Psionic Labs]]          ||$150/100        ||14d     ||-3/5     ||S 2       ||$0 ||Build and upgrade also cost 1 Core. Each scientist increases psi training rate by 100%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Chamber (LWOTC)|Shadow Chamber]]      ||$250/250        ||45d     ||-8/14    ||-         ||$0 ||Build also costs 10 Alloys, 20 Elerium, 3 Cores. Psi Gate upgrade also costs 1 Core.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Facilities (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infirmary_(LWOTC)&amp;diff=118487</id>
		<title>Infirmary (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infirmary_(LWOTC)&amp;diff=118487"/>
		<updated>2024-02-28T23:05:03Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}[[File:xcom2_infirmary.jpg|center|Infirmary|link=Infirmary (LWOTC)]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Infirmary is a new facility introduced in the War of the Chosen expansion. It partially replaces the Advanced Warfare Center, now being the building that increases wound recovery rate of the barracks. This building is also used to help recover from negative traits, a new mechanic introduced in War of the Chosen. These can occur when a soldier takes major wounds during combat. Lastly, this can be upgraded to allow for sending a soldier on a mission despite their condition for emergencies.&lt;br /&gt;
&lt;br /&gt;
==Wound Recovery==&lt;br /&gt;
Staffing a scientist in this facility improves wound recovery rate by 50% (100% on Rookie difficulty). Injuries suffered by scientists and engineers are also affected. Note that the Infirmary does not passively improve wound recovery rate, a scientist is required to see any benefit.&lt;br /&gt;
&lt;br /&gt;
==Negative Trait Recovery==&lt;br /&gt;
A soldier can be staffed to this facility for a few days to remove their negative trait. Another, semi-active way of removing traits is unlocked when the Infirmary is built: Sending the affected soldier on missions and returning without injuries sufficiently many times.&lt;br /&gt;
&lt;br /&gt;
==Hypervital Module==&lt;br /&gt;
This upgrade allows for sending a soldier out on a mission regardless of their current state, but the soldier is then returned to their earlier state upon mission completion. Every revitalization of a soldier costs an Elerium core, each soldier can only be revitalized once per campaign, and only one soldier can be out revitalized at a given time. The option to revitalize is in the squad selection screen when preparing for a mission.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War of the Chosen]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118471</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118471"/>
		<updated>2024-02-24T21:25:07Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity refers to the quantity of enemies deployed on a map. Enemy Activity Level is an estimation of the number of enemy units you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; number of enemy units depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page). In general, at 0% infiltration, the number will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower. These steps are dependent on mission type and do not necessarily correspond to one Enemy Activity Level per step.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||Hidden||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||Hidden||10||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;Revealed Start&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Capture or Kill VIP - XCOM must capture or kill an enemy VIP and then extract from the mission. The VIP has [[Perk List (LWOTC)#Shadowstep|Shadowstep]] so that they cannot be killed by inadvertent reaction attacks. This mission may or may not contain faceless but we are unable to detect them and won&#039;t reflect in the detected baseline enemy activirty. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Smash and Grab - Raid ADVENT warehouses/depots to obtain resources. There are two types:&lt;br /&gt;
** Extract Crates - XCOM must mark crates spread throughout the field so that Firebrand can receive them and then evac once . You must acquire at least 4 crates for the mission to be successful. When the squad is revealed, ADVENT will be marking 2 crates every other turn to recover them but can be overrided with our own marks. After the squad is revealed, ADVENT will continuously send reinforcements after 7 turns to stop you in which you must evac. Concealed Start&lt;br /&gt;
** Seize ADVENT resource cache - XCOM must infiltrate an ADVENT warehouse and recover at least one of 5-6 crates throughout the building. After 12 turns, ADVENT will continuously send reinforcements to stop you in which you must evac to escape. After FL7,  there is a 10% chance larger warehouses can be found which will have 2 additional crates to recover. &#039;&#039;Revealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Destroy an Alien Relay - XCOM must destroy an alien&#039;s relay before it completes transferring data. There are two types:&lt;br /&gt;
** Destroy Relay - XCOM must find and destroy the relay within 12 turns before it completes transferring data.&lt;br /&gt;
** Sabotage Transmitter - XCOM must find and plant an X4 in order to be able to destroy the transmitter before it completes transferring data. There is only 4 turns before it completes but there are small power nodes spread throughout the mission that can be destroyed granting 1 additional turn to get to the transmitter.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hack Objective. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue or extract a VIP from a city location and move to the extraction point. This mission has a +1 strength modifier meaning there will be more enemies than normal. &#039;&#039;Concealed start or Revealed based on mission type&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; Hinder Advent Operations. This mission has a +2 strength modifier meaning there will be more enemies than  normal. There are potential mission types:&lt;br /&gt;
**Capture or Kill VIP&lt;br /&gt;
**Destroy the Relay&lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies for 2 turns. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
After Liberation 2 is completed, ADVENT&#039;s desired Strength in the region is increased by 1, effectively equal to having a Vigilance one higher than displayed in-game.&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys, troop columns and UFOs, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118470</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118470"/>
		<updated>2024-02-24T21:23:28Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity refers to the quantity of enemies deployed on a map. Enemy Activity Level is an estimation of the number of enemy units you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; number of enemy units depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page). In general, at 0% infiltration, the number will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower. These steps are dependent on mission type and do not necessarily correspond to one Enemy Activity Level per step.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||Hidden||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||Hidden||10||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;Revealed Start&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Capture or Kill VIP - XCOM must capture or kill an enemy VIP and then extract from the mission. The VIP has [[Perk List (LWOTC)#Shadowstep|Shadowstep]] so that they cannot be killed by inadvertent reaction attacks. This mission may or may not contain faceless but we are unable to detect them and won&#039;t reflect in the detected baseline enemy activirty. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Smash and Grab - Raid ADVENT warehouses/depots to obtain resources. There are two types:&lt;br /&gt;
** Extract Crates - XCOM must mark crates spread throughout the field so that Firebrand can receive them and then evac once . You must acquire at least 4 crates for the mission to be successful. When the squad is revealed, ADVENT will be marking 2 crates every other turn to recover them but can be overrided with our own marks. After the squad is revealed, ADVENT will continuously send reinforcements after 7 turns to stop you in which you must evac. Concealed Start&lt;br /&gt;
** Seize ADVENT resource cache - XCOM must infiltrate an ADVENT warehouse and recover at least one of 5-6 crates throughout the building. After 12 turns, ADVENT will continuously send reinforcements to stop you in which you must evac to escape. After FL7,  there is a 10% chance larger warehouses can be found which will have 2 additional crates to recover. &#039;&#039;Revealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Destroy an Alien Relay - XCOM must destroy an alien&#039;s relay before it completes transferring data. There are two types:&lt;br /&gt;
** Destroy Relay - XCOM must find and destroy the relay within 12 turns before it completes transferring data.&lt;br /&gt;
** Sabotage Transmitter - XCOM must find and plant an X4 in order to be able to destroy the transmitter before it completes transferring data. There is only 4 turns before it completes but there are small power nodes spread throughout the mission that can be destroyed granting 1 additional turn to get to the transmitter.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hack Objective. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue or extract a VIP from a city location and move to the extraction point. This mission has a +1 strength modifier meaning there will be more enemies than normal. &#039;&#039;Concealed start or Revealed based on mission type&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; Hinder Advent Operations. This mission has a +2 strength modifier meaning there will be more enemies than  normal. There are potential mission types:&lt;br /&gt;
**Capture or Kill VIP&lt;br /&gt;
**Destroy the Relay&lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies for 2 turns. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
After Liberation 2 is completed, ADVENT&#039;s desired STR in the region is increased by 1, effectively equal to having a Vigilance 1 higher than displayed in-game.&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys, troop columns and UFOs, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118469</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=118469"/>
		<updated>2024-02-24T21:22:51Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Noted the increased desired strength in a region during liberation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity refers to the quantity of enemies deployed on a map. Enemy Activity Level is an estimation of the number of enemy units you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; number of enemy units depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page). In general, at 0% infiltration, the number will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower. These steps are dependent on mission type and do not necessarily correspond to one Enemy Activity Level per step.&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||Hidden||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||Hidden||10||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;Revealed Start&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Capture or Kill VIP - XCOM must capture or kill an enemy VIP and then extract from the mission. The VIP has [[Perk List (LWOTC)#Shadowstep|Shadowstep]] so that they cannot be killed by inadvertent reaction attacks. This mission may or may not contain faceless but we are unable to detect them and won&#039;t reflect in the detected baseline enemy activirty. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Smash and Grab - Raid ADVENT warehouses/depots to obtain resources. There are two types:&lt;br /&gt;
** Extract Crates - XCOM must mark crates spread throughout the field so that Firebrand can receive them and then evac once . You must acquire at least 4 crates for the mission to be successful. When the squad is revealed, ADVENT will be marking 2 crates every other turn to recover them but can be overrided with our own marks. After the squad is revealed, ADVENT will continuously send reinforcements after 7 turns to stop you in which you must evac. Concealed Start&lt;br /&gt;
** Seize ADVENT resource cache - XCOM must infiltrate an ADVENT warehouse and recover at least one of 5-6 crates throughout the building. After 12 turns, ADVENT will continuously send reinforcements to stop you in which you must evac to escape. After FL7,  there is a 10% chance larger warehouses can be found which will have 2 additional crates to recover. &#039;&#039;Revealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Destroy an Alien Relay - XCOM must destroy an alien&#039;s relay before it completes transferring data. There are two types:&lt;br /&gt;
** Destroy Relay - XCOM must find and destroy the relay within 12 turns before it completes transferring data.&lt;br /&gt;
** Sabotage Transmitter - XCOM must find and plant an X4 in order to be able to destroy the transmitter before it completes transferring data. There is only 4 turns before it completes but there are small power nodes spread throughout the mission that can be destroyed granting 1 additional turn to get to the transmitter.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hack Objective. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue or extract a VIP from a city location and move to the extraction point. This mission has a +1 strength modifier meaning there will be more enemies than normal. &#039;&#039;Concealed start or Revealed based on mission type&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; Hinder Advent Operations. This mission has a +2 strength modifier meaning there will be more enemies than  normal. There are potential mission types:&lt;br /&gt;
**Capture or Kill VIP&lt;br /&gt;
**Destroy the Relay&lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies for 2 turns. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
After Liberation 2 is completed, ADVENT&#039;s desired STR in the region is increased by 1, effectively equal to having a Vigilance 1 higher than displayed in-game.&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys, troop columns and UFOs, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=114820</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=114820"/>
		<updated>2023-07-23T22:35:54Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Updated Xenopsionics cost&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;
| - || 50 || - || - || 4 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;
== Alt Tech Trees ==&lt;br /&gt;
Core:&lt;br /&gt;
[[File:Alt Tech Tree (Main) (LWR).png]]&lt;br /&gt;
Offense:&lt;br /&gt;
[[File:Alt Tech Tree (Offense) (LWR).png]]&lt;br /&gt;
Defense:&lt;br /&gt;
[[File:Alt Tech Tree (Defense) (LWR).png]]&lt;br /&gt;
Autopsy:&lt;br /&gt;
[[File:Alt Tech Tree (Autopsy) (LWR).png]]&lt;br /&gt;
Interrogation:&lt;br /&gt;
[[File:Alt Tech Tree (Interrogation) (LWR).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>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=114781</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=114781"/>
		<updated>2023-07-19T23:30:34Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Updated SHIV Advancements I cost&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 &#039;&#039;&#039;Engineering Bay&#039;&#039;&#039; houses the engineering team, headed by Dr. Shen.&lt;br /&gt;
&lt;br /&gt;
== Build/Buy Items ==&lt;br /&gt;
&lt;br /&gt;
Here you can build or purchase items that you have the resources for.&lt;br /&gt;
&lt;br /&gt;
=== Item Production and Foundry Project Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the item production and foundry project speed through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.6 * Number of Workshops) &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
As long as the the number of available engineers is much lower than the recommended value, recruiting an additional engineer will significantly reduce the completion time. As the number of engineers approaches or exceeds the recommended number, then adding additional engineers has diminishing returns, i.e. each new engineer reduces time by a smaller and smaller amount.&lt;br /&gt;
&lt;br /&gt;
=== Item Fabrication Capacity ===&lt;br /&gt;
&lt;br /&gt;
The Engineering Bay grants an item fabrication capacity of 2. This means you can produce a maximum of 2 different item orders simultaneously. All other item orders will be queued to start once they finish. The item fabrication capacity is increased by 1 for every workshop.&lt;br /&gt;
&lt;br /&gt;
=== Rushing ===&lt;br /&gt;
&lt;br /&gt;
Rushing the production of an item reduces the base build time by 80%. The cost is 40% more resources and 5 meld.&lt;br /&gt;
&lt;br /&gt;
Due to number of engineers affecting actual build times, when rush building, the final build time will likely not decrease by a full 80% (Click here for more info: [[Scientists_and_Engineers_(LWR)#Engineers|Scientists and Engineers]])&lt;br /&gt;
&lt;br /&gt;
== Build Facilities ==&lt;br /&gt;
&lt;br /&gt;
By selecting &amp;quot;Build Facilities,&amp;quot; a listing of the new facilities available for construction will be provided, along with the associated resource costs and time required for construction. There is no limit on the amount of excavation or construction that can be done at once.&lt;br /&gt;
&lt;br /&gt;
Excavations cannot be rushed, and take 8 days to complete.&lt;br /&gt;
&lt;br /&gt;
=== Rushing ===&lt;br /&gt;
&lt;br /&gt;
Rushing the production of a facility reduces the base build time by 80%. The cost is 40% more resources and 10 meld.&lt;br /&gt;
&lt;br /&gt;
== The Foundry ==&lt;br /&gt;
===SHIV-Specific Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Advancements I&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039;.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
| 6x Drone Wrecks&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Advancements II&lt;br /&gt;
| -&lt;br /&gt;
| Grants SHIVs &#039;&#039;&#039;Damage Control&#039;&#039;&#039; and &#039;&#039;&#039;Shredder&#039;&#039;&#039;.&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §650&lt;br /&gt;
| 135&lt;br /&gt;
| 25&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 210&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br /&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Mechanical Unit Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Reduces aircraft, MEC, SHIV, and item repair times by 35%.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 190&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 210&lt;br /&gt;
| 6x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| All SHIVs gain &#039;&#039;&#039;Sprinter&#039;&#039;&#039;. Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 20&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §10&lt;br /&gt;
| 320&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 6x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Heavy Shells&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| All MECs gain &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Interrogation&lt;br /&gt;
| §100&lt;br /&gt;
| 480&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 5x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Increases the damage of explosives by 1, increases flamethrower panic rolls to 80 (from 50), and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 160&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 100&lt;br /&gt;
| 10x Chryssalid Carcass&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 2x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mechanized Defenses&lt;br /&gt;
| Armor&lt;br /&gt;
| Unlocks the &#039;&#039;Alloy Carbide Plating&#039;&#039; item (and with Advanced Power Armor, the &#039;&#039;Core Plating&#039;&#039; item) for MECs and SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Body Armor&lt;br /&gt;
| §10&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Armor&lt;br /&gt;
| Increases HP of mechanized units (SHIV, MEC) by 3. Grants +10 penetration to the KSM.&lt;br /&gt;
| 35&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §20&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 210&lt;br /&gt;
| 4x Berserker Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| -&lt;br /&gt;
| Allows the use of Alien Grenades and grants AP grenades +2 damage and HE grenades +3 damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 75&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 140&lt;br /&gt;
| 20x Muton Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Weapons&lt;br /&gt;
| Increases the ammo capacity of shotguns (primary only), carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 425&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 140&lt;br /&gt;
| 10x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Beam Strengthening&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants +1 to critical hit damage with all primary laser and pulse weapons.&lt;br /&gt;
| 45&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §350&lt;br /&gt;
| 90&lt;br /&gt;
| 110&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 140&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Condensed Plasma&lt;br /&gt;
| Plasma Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Increases the damage of explosives by 1. Allows production of &#039;&#039;Plasma Grenades&#039;&#039; and &#039;&#039;Plasma Stellerators&#039;&#039;.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 180&lt;br /&gt;
| 0 &lt;br /&gt;
| 550&lt;br /&gt;
| 5x Muton Elite Corpse &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Weapons&lt;br /&gt;
| Allows production of &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 70&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Laser Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Allows production of &#039;&#039;Enhanced Beam Optics&#039;&#039;.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 45&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 70&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Gauss Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Grants +1 penetration to all primary ballistic and gauss weapons, and increases the weapon damage of the sawed-off shotgun to 9 (from 6).&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Gauss Weapons&lt;br /&gt;
| §250&lt;br /&gt;
| 160&lt;br /&gt;
| 130&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 140&lt;br /&gt;
| 9x Muton Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Equipment Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases the fuel capacity for flight-capable units (flying armors and Hover SHIV) by 50%.&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 4x Drone Wreck, &amp;lt;br /&amp;gt; 4x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Batteries&lt;br /&gt;
| -&lt;br /&gt;
| Increases the stun rate of the Stun Rifle, and grants an additional charge to the Stun Rifle, Arc Rifle, and the Motion Tracker.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 30&lt;br /&gt;
| 45&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 140&lt;br /&gt;
| 16x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Increases the max HP medikits can heal by 1.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
| 30x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks an array of new gear options in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 4x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Psionics&lt;br /&gt;
| Unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 20&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 140&lt;br /&gt;
| 16x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Armor&lt;br /&gt;
| Grants one extra equipment slot to biosoldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Muton Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 4x Muton Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to most pistols and machine pistols. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| High-Capacity Pistols&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants 1 additional ammo to all non-electric pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 105&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 70&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Gauss Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Grants 10 aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §150&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 2x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Plasma Weapons&amp;lt;br&amp;gt;Weapons&lt;br /&gt;
| Grants +35% weapon damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §250&lt;br /&gt;
| 30&lt;br /&gt;
| 45&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 6x Heavy Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Recovery===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Scavenging&lt;br /&gt;
| -&lt;br /&gt;
| Allows for the use of secondary scavenging teams on UFO missions.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §150&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §800&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 140&lt;br /&gt;
| 10x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| -&lt;br /&gt;
| Increases alien alloy recovery from missions and destroyed UFOs by 20%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §800&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 140&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| -&lt;br /&gt;
| Increases elerium recovery from missions and destroyed UFOs by 20%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §800&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 140&lt;br /&gt;
| 24x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Cybernetics&lt;br /&gt;
| Decreases biosoldier wound times by 25%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 210&lt;br /&gt;
| 4x Alien Stasis Tank,&amp;lt;br /&amp;gt; 4x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Grey Market&lt;br /&gt;
| -&lt;br /&gt;
| Unlocks the [[Situation_Room_(LWR)#Grey_Market|&#039;&#039;&#039;Grey Market&#039;&#039;&#039;]].&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| §10&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 300&lt;br /&gt;
| 1x Sectoid Captive&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security I&lt;br /&gt;
| -&lt;br /&gt;
| Hires and outfits security personnel to patrol the XCOM base exterior and defend against possible intruders. Any aliens that make it by these patrols will have a 50% chance to lose 50-80% of their HP. Also, any spare advanced rifles will be equipped by interior security personnel during an XCOM base defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §200&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security II&lt;br /&gt;
| -&lt;br /&gt;
| Increases the size of the exterior security patrols and upgrades their training. Any aliens that make it by these patrols will have a 100% chance to lose 50-80% of their HP. Also, any spare advanced armor will be equipped by interior security personnel during an XCOM base defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&amp;lt;br&amp;gt;XCOM Security I&lt;br /&gt;
| §600&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aerospace Improvements===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Credit type !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Aerospace&amp;lt;br&amp;gt;Laser Weapons&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 70&lt;br /&gt;
| 2x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Aerospace&amp;lt;br&amp;gt;Armor&lt;br /&gt;
| Increases interceptor and firestorm HP by 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §250&lt;br /&gt;
| 60&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 140&lt;br /&gt;
| 16x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Cooling Coils&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases rate of fire of all air weapons by 30%.&lt;br /&gt;
| 35&lt;br /&gt;
| Heavy Floater Interrogation&lt;br /&gt;
| §80&lt;br /&gt;
| 320 &lt;br /&gt;
| 110&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 4x Cyberdisc Wreck&amp;lt;br&amp;gt;4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases aircraft battle speed by 10.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 130&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 26x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases aircraft aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 6x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| Upgrades phoenix cannon penetration to Tier 3 (from Tier 2).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 230&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 70&lt;br /&gt;
| 12x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| -&lt;br /&gt;
| Decreases the success chance of unabetted hunts to 50% (from 100%).&lt;br /&gt;
| 65&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §50&lt;br /&gt;
| 110&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 80&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Laser Weapons&lt;br /&gt;
| Increases laser cannon damage from 400 to 600. Unlocks &#039;&#039;Reaper Ammo&#039;&#039;.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 70&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 210&lt;br /&gt;
| 16x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases aircraft dodge chance by 10%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 75&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 4x Seeker Wreck&amp;lt;br&amp;gt;12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| -&lt;br /&gt;
| Increase interception time by 10%.&amp;lt;br&amp;gt;Adds UFO HP estimates to the interception screen.&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Aerospace&lt;br /&gt;
| | Increases interception time by 20%.&amp;lt;br&amp;gt;Increases the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §40&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 280&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Repair Bay ==&lt;br /&gt;
&lt;br /&gt;
Items can be damaged when a unit is wounded during a battle.&lt;br /&gt;
&lt;br /&gt;
They require 20% of their original build time and 10% of their original build cost to repair. Repairing does not affect item fabrication capacity.&lt;br /&gt;
&lt;br /&gt;
== Augment Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Augment up to 1 soldier at a time to become a MEC. For more information click here: [[MEC_Trooper_(LWR)#Augmentation|MEC Augmentation]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=114731</id>
		<title>Facilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=114731"/>
		<updated>2023-07-18T23:52:58Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Added note about requirement for autopsies before captures&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 top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
== Static Facilities ==&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 12 power, effectively supplying 18 power to the constructible facilities. On Easy/Classic/Brutal the player starts with +15/+10/+5 extra power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Static facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;&#039;Hologlobe&#039;&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (LWR)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project, review completed research projects and review research credits.&amp;lt;br /&amp;gt;Players can also access the [[Research (LWR)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (LWR)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (LWR)|Weapons]], [[Armor (LWR)|Armor]], [[Equipment (LWR)|Equipment]] and [[S.H.I.V. (LWR)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Engineering (LWR)|Foundry]] and the [[Engineering (LWR)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (LWR)|Barracks]]&lt;br /&gt;
| The Barracks houses the [[Soldiers (LWR)|soldiers]] that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Barracks (LWR)|Officer Training School]] and the [[Barracks (LWR)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (LWR)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s aircraft.&amp;lt;br /&amp;gt;In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.&amp;lt;br/&amp;gt;In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the [[Situation Room (LWR)|Gray Market]] and view and accept pending [[Situation Room (LWR)|Council]] requests.&amp;lt;br /&amp;gt;Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructible Facilities ==&lt;br /&gt;
&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
One section in the bottom level contains a steam vent (6 sections throughout the base with Japan&#039;s &#039;&#039;Ring of Fire&#039;&#039; starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Constructible facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;Access Lift&lt;br /&gt;
| Allows excavations and constructions to be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;Laboratory&lt;br /&gt;
| Increases research speed by 30% (stacks additively).&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 20/40 scientists for 1st/2nd Lab&amp;lt;br&amp;gt;(+40 sci for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 120 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Genetics Lab&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(LWR)|Xenogenetics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 18 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Psionic Labs&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to discover and develop latent [[Psionic (LWR)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(LWR)|Xenopsionics]] || None&lt;br /&gt;
| 50 || 0 || 20 || 5|| 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;Workshop&lt;br /&gt;
| Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%).&amp;lt;br&amp;gt;Each workshop increases the Item Fabrication Capacity by 1.&amp;lt;br&amp;gt;Reduces item production time and foundry research time by 60% (stacks additively). &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || 20/40 engineers for 1st/2nd Workshop&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 120 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;Foundry&lt;br /&gt;
| Unlocks development of new combat items and improvements to current items.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Repair Bay&lt;br /&gt;
| Unlocks [[Armor (LWR)#MEC exoskeletons|Mechanized Exoskeletal Cybersuits]] and allows [[Soldiers (LWR)|Soldiers]] to be augmented into [[MEC Trooper (LWR)|MEC Troopers]].&amp;lt;br /&amp;gt;&lt;br /&gt;
It also allows for repair of damaged equipment. &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;Officer Training School&lt;br /&gt;
| Allows access to Officer and XCOM Training Programme upgrades.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (LWR)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Fission Generator&lt;br /&gt;
| +4 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || None&lt;br /&gt;
| 40 || 0 || 0 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Thermo Generator&lt;br /&gt;
| +20 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || Must be built over steam vents&lt;br /&gt;
| 200 || 0 || 0 || 21 || 60 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Elerium Generator&lt;br /&gt;
| +25 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || [[Research_(LWR)|Alien Power Systems]] || 2 [[Alien Artifacts (LWR)|UFO Powers Sources]]&lt;br /&gt;
| 400 || 60 || 60 || 2 || 180 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Uplink&lt;br /&gt;
| +1 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 200 || 0 || 0 || 21 || 15 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Nexus&lt;br /&gt;
| +2 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(LWR)|Alien Computers]] || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&amp;lt;br&amp;gt;1 [[Alien Artifacts (LWR)|UFO Flight Computer]]&lt;br /&gt;
| 300 || 50 || 10 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;Alien Containment&lt;br /&gt;
| Houses alien captives, allowing Dr. Vahlen to interrogate them.&amp;lt;br /&amp;gt;Alien species must first be autopsied before it can be captured.&amp;lt;br /&amp;gt;Without an Alien Containment, aliens captured with a [[Weapons (LWR)|Stun Rifle]] will be killed.&lt;br /&gt;
| None || [[Research_(LWR)|Xenobiology]] || None&lt;br /&gt;
| 100|| 20 || 0 || 14 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;Hyperwave Relay&lt;br /&gt;
| Allows the detection of [[UFOs (LWR)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (LWR)|UFOs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Communications]] || [[Alien Artifacts (LWR)|Hyperwave Beacon]]&lt;br /&gt;
| 600 || 100 || 30 || 5 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;Gollop Chamber&lt;br /&gt;
| Prevents the Aliens from gaining any further research and advancing the Alien Level.&amp;lt;br&amp;gt;Alien Mission generation rate increases 10x.&amp;lt;br&amp;gt;Allows a [[Psionic (LWR)|Psionic]] [[Soldiers (LWR)|Soldier]] to use the [[Alien Artifacts (LWR)|Ethereal Device]], which unlocks the [[Missions (LWR)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Command and Control]] || [[Alien Artifacts (LWR)|Ethereal Device]]&amp;lt;br&amp;gt;5 [[Alien Artifacts (LWR)|Ethereal Corpses]]&amp;lt;br&amp;gt;30 [[Alien Artifacts (LWR)|UFO Power Sources]]&lt;br /&gt;
| 300 || 450 || 0 || 3 || 300 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:LWRexamplebase.png|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground. There is also one steam vent at the bottom of the left-side middle column.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed. Excavations start at a cost of 50 on the first floor directly beside the elevator and increase in cost by 50 for each tile further away from the elevator and for each tile deeper down.&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=114730</id>
		<title>Facilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=114730"/>
		<updated>2023-07-18T23:50:31Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &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 top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
== Static Facilities ==&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 12 power, effectively supplying 18 power to the constructible facilities. On Easy/Classic/Brutal the player starts with +15/+10/+5 extra power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Static facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;&#039;Hologlobe&#039;&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (LWR)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project, review completed research projects and review research credits.&amp;lt;br /&amp;gt;Players can also access the [[Research (LWR)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (LWR)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (LWR)|Weapons]], [[Armor (LWR)|Armor]], [[Equipment (LWR)|Equipment]] and [[S.H.I.V. (LWR)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Engineering (LWR)|Foundry]] and the [[Engineering (LWR)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (LWR)|Barracks]]&lt;br /&gt;
| The Barracks houses the [[Soldiers (LWR)|soldiers]] that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Barracks (LWR)|Officer Training School]] and the [[Barracks (LWR)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (LWR)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s aircraft.&amp;lt;br /&amp;gt;In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.&amp;lt;br/&amp;gt;In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the [[Situation Room (LWR)|Gray Market]] and view and accept pending [[Situation Room (LWR)|Council]] requests.&amp;lt;br /&amp;gt;Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructible Facilities ==&lt;br /&gt;
&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
One section in the bottom level contains a steam vent (6 sections throughout the base with Japan&#039;s &#039;&#039;Ring of Fire&#039;&#039; starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Constructible facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;Access Lift&lt;br /&gt;
| Allows excavations and constructions to be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;Laboratory&lt;br /&gt;
| Increases research speed by 30% (stacks additively).&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 20/40 scientists for 1st/2nd Lab&amp;lt;br&amp;gt;(+40 sci for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 120 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Genetics Lab&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(LWR)|Xenogenetics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 18 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Psionic Labs&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to discover and develop latent [[Psionic (LWR)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(LWR)|Xenopsionics]] || None&lt;br /&gt;
| 50 || 0 || 20 || 5|| 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;Workshop&lt;br /&gt;
| Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%).&amp;lt;br&amp;gt;Each workshop increases the Item Fabrication Capacity by 1.&amp;lt;br&amp;gt;Reduces item production time and foundry research time by 60% (stacks additively). &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || 20/40 engineers for 1st/2nd Workshop&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 120 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;Foundry&lt;br /&gt;
| Unlocks development of new combat items and improvements to current items.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Repair Bay&lt;br /&gt;
| Unlocks [[Armor (LWR)#MEC exoskeletons|Mechanized Exoskeletal Cybersuits]] and allows [[Soldiers (LWR)|Soldiers]] to be augmented into [[MEC Trooper (LWR)|MEC Troopers]].&amp;lt;br /&amp;gt;&lt;br /&gt;
It also allows for repair of damaged equipment. &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;Officer Training School&lt;br /&gt;
| Allows access to Officer and XCOM Training Programme upgrades.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (LWR)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Fission Generator&lt;br /&gt;
| +4 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || None&lt;br /&gt;
| 40 || 0 || 0 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Thermo Generator&lt;br /&gt;
| +20 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || Must be built over steam vents&lt;br /&gt;
| 200 || 0 || 0 || 21 || 60 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Elerium Generator&lt;br /&gt;
| +25 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || [[Research_(LWR)|Alien Power Systems]] || 2 [[Alien Artifacts (LWR)|UFO Powers Sources]]&lt;br /&gt;
| 400 || 60 || 60 || 2 || 180 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Uplink&lt;br /&gt;
| +1 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 200 || 0 || 0 || 21 || 15 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Nexus&lt;br /&gt;
| +2 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(LWR)|Alien Computers]] || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&amp;lt;br&amp;gt;1 [[Alien Artifacts (LWR)|UFO Flight Computer]]&lt;br /&gt;
| 300 || 50 || 10 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;Alien Containment&lt;br /&gt;
| Houses alien captives, allowing Dr. Vahlen to interrogate them.&amp;lt;br /&amp;gt;Without an Alien Containment, aliens captured with a [[Weapons (LWR)|Stun Rifle]] will be killed.&lt;br /&gt;
| None || [[Research_(LWR)|Xenobiology]] || None&lt;br /&gt;
| 100|| 20 || 0 || 14 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;Hyperwave Relay&lt;br /&gt;
| Allows the detection of [[UFOs (LWR)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (LWR)|UFOs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Communications]] || [[Alien Artifacts (LWR)|Hyperwave Beacon]]&lt;br /&gt;
| 600 || 100 || 30 || 5 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;Gollop Chamber&lt;br /&gt;
| Prevents the Aliens from gaining any further research and advancing the Alien Level.&amp;lt;br&amp;gt;Alien Mission generation rate increases 10x.&amp;lt;br&amp;gt;Allows a [[Psionic (LWR)|Psionic]] [[Soldiers (LWR)|Soldier]] to use the [[Alien Artifacts (LWR)|Ethereal Device]], which unlocks the [[Missions (LWR)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Command and Control]] || [[Alien Artifacts (LWR)|Ethereal Device]]&amp;lt;br&amp;gt;5 [[Alien Artifacts (LWR)|Ethereal Corpses]]&amp;lt;br&amp;gt;30 [[Alien Artifacts (LWR)|UFO Power Sources]]&lt;br /&gt;
| 300 || 450 || 0 || 3 || 300 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:LWRexamplebase.png|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground. There is also one steam vent at the bottom of the left-side middle column.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed. Excavations start at a cost of 50 on the first floor directly beside the elevator and increase in cost by 50 for each tile further away from the elevator and for each tile deeper down.&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=114729</id>
		<title>Facilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(LWR)&amp;diff=114729"/>
		<updated>2023-07-18T23:49:34Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Satellite Nexus only requires 1 flight computer now&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 top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game. The remainder of the base can be occupied by constructible facilities, some of which cannot be torn down once built.&lt;br /&gt;
&lt;br /&gt;
== Static Facilities ==&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 12 power, effectively supplying 18 power to the constructible facilities. On Easy/Classic/Brutal the player starts with +15/+10/+5 extra power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Static facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (LWR)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;&#039;Hologlobe&#039;&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (LWR)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project, review completed research projects and review research credits.&amp;lt;br /&amp;gt;Players can also access the [[Research (LWR)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (LWR)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (LWR)|Weapons]], [[Armor (LWR)|Armor]], [[Equipment (LWR)|Equipment]] and [[S.H.I.V. (LWR)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Engineering (LWR)|Foundry]] and the [[Engineering (LWR)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (LWR)|Barracks]]&lt;br /&gt;
| The Barracks houses the [[Soldiers (LWR)|soldiers]] that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Barracks (LWR)|Officer Training School]] and the [[Barracks (LWR)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (LWR)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s aircraft.&amp;lt;br /&amp;gt;In the Hangar, players can review their aircraft, change their loadout and name, order new interceptors and transfer aircraft between different continents.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (LWR)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels, defense shields and satellite coverage.&amp;lt;br/&amp;gt;In the Situation Room, players can review the funding countries, view the current campaign objectives, launch new satellites, view XCOM finances, display accumulated bonuses, sell items on the [[Situation Room (LWR)|Gray Market]] and view and accept pending [[Situation Room (LWR)|Council]] requests.&amp;lt;br /&amp;gt;Once Exalt has become active, players can also view their Exalt intel here, scan for Exalt cells, view and launch covert operations and accuse countries of harboring the Exalt headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructible Facilities ==&lt;br /&gt;
&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an Access Lift, leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
One section in the bottom level contains a steam vent (6 sections throughout the base with Japan&#039;s &#039;&#039;Ring of Fire&#039;&#039; starting bonus). Thermo Generators can only be built on this section, though you can also build any other facility here, with the exception of the Access Lift.&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 40% and adds 10 Meld to the cost, but reduces the construction time by 80%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Constructible facilities (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;Access Lift&lt;br /&gt;
| Allows excavations and constructions to be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;Laboratory&lt;br /&gt;
| Increases research speed by 30% (stacks additively).&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 20/40 scientists for 1st/2nd Lab&amp;lt;br&amp;gt;(+40 sci for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 120 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Genetics Lab&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to be [[Gene Mods (LWR)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(LWR)|Xenogenetics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 18 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Psionic Labs&lt;br /&gt;
| Allows [[Soldiers (LWR)|Soldiers]] to discover and develop latent [[Psionic (LWR)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(LWR)|Xenopsionics]] || None&lt;br /&gt;
| 50 || 0 || 20 || 5|| 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;Workshop&lt;br /&gt;
| Reduces item and foundry project credit, alloy, and elerium costs by 10% (stacks asymptotically down to 50%).&amp;lt;br&amp;gt;Each workshop increases the Item Fabrication Capacity by 1.&amp;lt;br&amp;gt;Reduces item production time and foundry research time by 60% (stacks additively). &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || 20/40 engineers for 1st/2nd Workshop&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 350 || 0 || 0 || 21 || 120 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;Foundry&lt;br /&gt;
| Unlocks development of new combat items and improvements to current items.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;Repair Bay&lt;br /&gt;
| Unlocks [[Armor (LWR)#MEC exoskeletons|Mechanized Exoskeletal Cybersuits]] and allows [[Soldiers (LWR)|Soldiers]] to be augmented into [[MEC Trooper (LWR)|MEC Troopers]].&amp;lt;br /&amp;gt;&lt;br /&gt;
It also allows for repair of damaged equipment. &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% item/foundry discount) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 5 || 10 || 2&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;Officer Training School&lt;br /&gt;
| Allows access to Officer and XCOM Training Programme upgrades.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (LWR)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || {{Power Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Fission Generator&lt;br /&gt;
| +4 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || None&lt;br /&gt;
| 40 || 0 || 0 || 5 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Thermo Generator&lt;br /&gt;
| +20 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || None || Must be built over steam vents&lt;br /&gt;
| 200 || 0 || 0 || 21 || 60 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;Elerium Generator&lt;br /&gt;
| +25 power&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+2 power) || [[Research_(LWR)|Alien Power Systems]] || 2 [[Alien Artifacts (LWR)|UFO Powers Sources]]&lt;br /&gt;
| 400 || 60 || 60 || 2 || 180 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Uplink&lt;br /&gt;
| +1 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&lt;br /&gt;
| 200 || 0 || 0 || 21 || 15 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;Satellite Nexus&lt;br /&gt;
| +2 satellite coverage&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(LWR)|Alien Computers]] || 20/40 engineers for 2nd/3rd Uplink&amp;lt;br&amp;gt;(+40 eng for each after)&amp;lt;br&amp;gt;1 [[Alien Artifacts (LWR)|UFO Flight Computers]]&lt;br /&gt;
| 300 || 50 || 10 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;Alien Containment&lt;br /&gt;
| Houses alien captives, allowing Dr. Vahlen to interrogate them.&amp;lt;br /&amp;gt;Without an Alien Containment, aliens captured with a [[Weapons (LWR)|Stun Rifle]] will be killed.&lt;br /&gt;
| None || [[Research_(LWR)|Xenobiology]] || None&lt;br /&gt;
| 100|| 20 || 0 || 14 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;Hyperwave Relay&lt;br /&gt;
| Allows the detection of [[UFOs (LWR)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (LWR)|UFOs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Communications]] || [[Alien Artifacts (LWR)|Hyperwave Beacon]]&lt;br /&gt;
| 600 || 100 || 30 || 5 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;Gollop Chamber&lt;br /&gt;
| Prevents the Aliens from gaining any further research and advancing the Alien Level.&amp;lt;br&amp;gt;Alien Mission generation rate increases 10x.&amp;lt;br&amp;gt;Allows a [[Psionic (LWR)|Psionic]] [[Soldiers (LWR)|Soldier]] to use the [[Alien Artifacts (LWR)|Ethereal Device]], which unlocks the [[Missions (LWR)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(LWR)|Alien Command and Control]] || [[Alien Artifacts (LWR)|Ethereal Device]]&amp;lt;br&amp;gt;5 [[Alien Artifacts (LWR)|Ethereal Corpses]]&amp;lt;br&amp;gt;30 [[Alien Artifacts (LWR)|UFO Power Sources]]&lt;br /&gt;
| 300 || 450 || 0 || 3 || 300 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:LWRexamplebase.png|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single access lift in the middle of the top level and a single Satellite Uplink on the far left of the access lift. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground. There is also one steam vent at the bottom of the left-side middle column.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional access lifts. Players can build an access lift on a lower level to gain access to that level. The access lifts must be connected, so the first access lift a player builds must be at the second level, the second access lift on the third level and the third access lift on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an access lift), you must have an access lift on the same level, and have a connection to that access lift through open spaces. Open spaces that are separated from the access lift by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an access lift on the same level, and have a connection to that access lift through open spaces. Sections with solid ground that are separated from the access lift by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 8 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed. Excavations start at a cost of 50 on the first floor directly beside the elevator and increase in cost by 50 for each tile further away from the elevator and for each tile deeper down.&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(LWR)&amp;diff=112572</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=112572"/>
		<updated>2022-11-28T21:17:25Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &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). Destroying UFOs (except for Fighters and Destroyers) is unlikely until you get harder hitting weapons in the late game that 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 - 1200) 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 ^ ((Weapon_Damage-1200)/500)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Average chances of shots (non-crit) causing destruction of a UFO (vs the UFO being shot down) are listed in the table here: &#039;&#039;&#039;[[Air_Combat_(LWR)#Aircraft_Weapons|Aircraft Weapons]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pilot Rank and Kills ==&lt;br /&gt;
&lt;br /&gt;
UFO kills are awarded to all pilots in a sortie that downs a UFO, and not just the pilot who lands the final hit.&lt;br /&gt;
&lt;br /&gt;
Pilots gain 0.5 aim for each kill they make (modified by campaign length).&lt;br /&gt;
&lt;br /&gt;
Pilots can also earn ranks through kills (modified by campaign length) and the ranks will allow them to command larger sorties of aircraft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lieutenant&#039;&#039;&#039;: Requires 4 kills and can command a sortie of 3 planes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain&#039;&#039;&#039;: Requires 6 kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major&#039;&#039;&#039;: Requires 8 kills and can command a sortie of 4 planes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colonel&#039;&#039;&#039;: Requires 12 kills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commander&#039;&#039;&#039;: Requires 16 kills and can command a sortie of 5 planes.&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;: +15 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;: -15 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 15 hit chance and aircraft in the rear of the formation will lose 15 hit chance.&lt;br /&gt;
*Experienced aircraft pilots will gain +0.5 aim 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 -10 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 50 credits. Each use increases the cost by 50 + 10x the current alien level (due to increased alien resiliency). However, the cost will decrease by 50 credits each month down to a minimum of 50 credits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Patrols&#039;&#039;&#039; lower continent panic 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 and alien resource reduction is modified based on how many countries are in the effected continent (i.e. multiplied by 3 / # of countries) and then 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: 6-10&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: +2&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: +1&lt;br /&gt;
     Laser Cannon: +1&lt;br /&gt;
     EMP Cannon: +2&lt;br /&gt;
     Plasma Cannon: +3&lt;br /&gt;
     Fusion Lance: +3&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: +1&lt;br /&gt;
     Captain: +1&lt;br /&gt;
     Major: +2&lt;br /&gt;
     Colonel: +2&lt;br /&gt;
     Commander: +3&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;
*DR = 1 - (25 * (Armor Tier - Penetration Tier) / 100) &amp;lt;-- Clamped between 0.0 and 0.9&lt;br /&gt;
*Base Damage = Weapon Damage * DR&lt;br /&gt;
*Critical Hit Chance [x1.5 damage] = 10% * (Penetration Tier - Armor Tier)&lt;br /&gt;
*All damage is randomized between 80-120%&lt;br /&gt;
&lt;br /&gt;
Example of Phoenix Cannon (360 damage, 3s cooldown, Tier 2 penetration, 30 aim) vs Fighter (HP:400, Tier 3 armor):&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage = 360 * (1 - Clamp((25 * (3 - 2))/100, 0, 0.90))&lt;br /&gt;
 Base Damage = 360 * 0.75&lt;br /&gt;
 Base Damage = 270&lt;br /&gt;
 Critical hit Chance = 10% * (2-3) = -10% = 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;|Armor!!rowspan=&amp;quot;2&amp;quot;|Speed!!rowspan=&amp;quot;2&amp;quot;|Other!!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;4&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;4&amp;quot;|Increases funding and provides unique bonuses|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(630)|| || ||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||Unarmored||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||Tier 4||35||Can wield a &#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; ||[[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)||4 [[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;|Firing&amp;lt;br /&amp;gt;cooldown!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|UFO Destruction Chance&amp;lt;Br&amp;gt;1-0.5^((dmg-1200)/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;|25% / 40% / 55%||160&amp;lt;br /&amp;gt;(80 per second)&amp;lt;br /&amp;gt;(32 dmg/s realised)||2.0s||No Penetration||0%||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;|20% / 35% / 50%||800&amp;lt;br /&amp;gt;(73 per second)&amp;lt;br /&amp;gt;(25 dmg/s realised)||11.0s||Tier 2||0%||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;|15% / 30% / 45%||400&amp;lt;br /&amp;gt;(133 per second)&amp;lt;br /&amp;gt;(40 dmg/s realised)||3.0s||Tier 2||0%||[[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;|| || || ||Tier 3|| ||[[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) || 6 UFO Power Sources&amp;lt;br&amp;gt;230 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;|30% / 45% / 60%||400&amp;lt;br /&amp;gt;(160 per second)&amp;lt;br /&amp;gt;(72 dmg/s realised)||2.5s||No Penetration||0%||[[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;|| || || ||[[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) || 8 UFO Power Sources&amp;lt;br&amp;gt;140 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;|20% / 35% / 50%||350&amp;lt;br /&amp;gt;(100 per second)&amp;lt;br /&amp;gt;(35dmg/s realised)||3.5s||Tier 5||0%||[[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;|80&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)||  ||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;|5% / 20% / 35%||1600&amp;lt;br /&amp;gt;(356 per second)&amp;lt;br /&amp;gt;(71 dmg/s realised)||4.5s||Tier 4||43%||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||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;|0% / 15% / 30%||5000&amp;lt;br /&amp;gt;(625 per second)&amp;lt;br /&amp;gt;(94 dmg/s realised)||8.0s||Tier 6||100%||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]&amp;lt;br&amp;gt;Only equippable on &#039;&#039;&#039;Firestorm&#039;&#039;&#039;||120||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;|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&amp;lt;br&amp;gt;Only usable when active aircraft is in LEAD||[[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 hits&amp;lt;br&amp;gt;Only usable when active aircraft is in REAR||[[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)||2 [[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%&amp;lt;br&amp;gt;Only usable when active aircraft is in MID||[[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)||4 [[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>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=112152</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=112152"/>
		<updated>2022-10-16T19:47:19Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity Level refers to the quantity of enemies deployed on a map. Activity Level is calculated as (Enemy Units - 4)/3, and described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity Level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, Enemy Activity Level will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level !! Number of Enemy Units !! Activity Level !! Number of Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|7-9&lt;br /&gt;
|Swarming+&lt;br /&gt;
|37-39&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|Swarming++&lt;br /&gt;
|40-42&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|Swarming+++&lt;br /&gt;
|43-45&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|Swarming++++&lt;br /&gt;
|46-48&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|Swarming+++++&lt;br /&gt;
|49-51&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|Swarming++++++&lt;br /&gt;
|52-54&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|Swarming+++++++&lt;br /&gt;
|55-57&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|Swarming++++++++&lt;br /&gt;
|58-60&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|Ludicrous&lt;br /&gt;
|61+&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34-36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||Hidden||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||Hidden||10||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys and troop columns, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=112101</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=112101"/>
		<updated>2022-10-14T09:35:46Z</updated>

		<summary type="html">&lt;p&gt;Executor116: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity Level refers to the quantity of enemies deployed on a map. Activity Level is calculated as (Enemy Units - 4)/3, and described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity Level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, Enemy Activity Level will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level !! Number of Enemy Units !! Activity Level !! Number of Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|7-9&lt;br /&gt;
|Swarming+&lt;br /&gt;
|37-39&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|Swarming++&lt;br /&gt;
|40-42&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|Swarming+++&lt;br /&gt;
|43-45&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|Swarming++++&lt;br /&gt;
|46-48&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|Swarming+++++&lt;br /&gt;
|49-51&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|Swarming++++++&lt;br /&gt;
|52-54&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|Swarming+++++++&lt;br /&gt;
|55-57&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|Swarming++++++++&lt;br /&gt;
|58-60&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|Ludicrous&lt;br /&gt;
|61+&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34-36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys and troop columns, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=112095</id>
		<title>Missions (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWOTC)&amp;diff=112095"/>
		<updated>2022-10-13T17:59:02Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Just did the Forge and didn&amp;#039;t receive corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity Level refers to the quantity of enemies deployed on a map. Activity Level is calculated as (Enemy Units - 4)/3, and described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity Level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, Enemy Activity Level will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level !! Number of Enemy Units !! Activity Level !! Number of Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|7-9&lt;br /&gt;
|Swarming+&lt;br /&gt;
|37-39&lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|Swarming++&lt;br /&gt;
|40-42&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|Swarming+++&lt;br /&gt;
|43-45&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|Swarming++++&lt;br /&gt;
|46-48&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|Swarming+++++&lt;br /&gt;
|49-51&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|Swarming++++++&lt;br /&gt;
|52-54&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|Swarming+++++++&lt;br /&gt;
|55-57&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|Swarming++++++++&lt;br /&gt;
|58-60&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|Ludicrous&lt;br /&gt;
|61+&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34-36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions. Greater detail of these activites are found in [[ADVENT&#039;s Agenda (LWOTC)#Activity_Tables|Activity Tables]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||18-24 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Smash N Grab||Guerrila Ops||12 (Reinforcements)||8||Yes (No Concealment)||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||8||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8 + Haven Advisor||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10 + Haven Advisor||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||Haven Advisor + up to 5 rebels||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8 + Haven Advisor + up to 5 rebels||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8 + Haven Advisor||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8 + Haven Advisor||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||Hidden||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||No||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment, enemies start on yellow alert&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won; if no, only actual &#039;item&#039; loot (such as datapads) is recovered&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;discovery chance&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance (1/4 of discovery chance) to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven. Each faceless reduces overall intel point generation by 3/5/6/7% depending on difficulty (regardless of what job the faceless is doing).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 4.5% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2 per point, resulting in 18 discovery chance which means you&#039;ll have 4.5% chance to detect the mission every 6 hours. One day later, the haven has 18 points and has a 36 discovery chance (9% to detect every 6 hours).&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 prisoners. Success will add them to the region&#039;s Haven. At least one must be saved for the mission to be a success (any others are optional/extra). &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
** Prisoners can be new soldiers if the region already has a large number of rebels.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - Two variants;&lt;br /&gt;
** XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
** XCOM must secure a vehicle containing the VIP, free them, then lead them to the extraction point. &#039;&#039;Concealed Start&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- * Smash and Grab - (COMING IN 1.3, DO NOT UNCOMMENT YET) XCOM raids a location for supplies. There are several ADVENT supply caches on the map, each containing something useful (e.g. supplies, elerium dust). Soldiers can only carry the contents of one cache at a time. &#039;Soft&#039; timer based on increasing reinforcement strength. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when Faceless disguised as members of the Resistance is detected as they go to meet with their ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt them down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a soldier as the Haven advisor. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Convoy: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many ADVENT in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission will not yield corpses.&lt;br /&gt;
:# ADVENT drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will also not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region. The liberation missions 1 to 3 are clearly marked with the word &amp;quot;Liberation&amp;quot; (which was not the case in LW2).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a city location and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. A small squad (up to five soldiers) must hack a console at the far end of the map. Doing so disables the reinforcement timer and stuns all remaining enemies. The mission ends only when there are no remaining enemies, and reinforcements will come rapidly once the alarm is raised. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed Start&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
=== UFO Hunt ===&lt;br /&gt;
&lt;br /&gt;
Advent may launch a dark event that sends a UFO to hunt the avenger. After 6-14 days, the UFO intercepts the avenger in which there is a 50% chance to avoid them. If successful, an avenger defense launches requiring XCOM to defend itself and destroy the spike emitting EMP preventing the avenger from escaping. The mission must be completed in order for XCOM to escape and continue the fight or all is lost. Once a campaign has experienced at least one avenger defense mission, any future UFO hunts have a 0/25/35/50% (based on difficulty) chance to intercept the avenger.&lt;br /&gt;
&lt;br /&gt;
A UFO may also be launched once XCOM completes a story mission objective (blacksite/forge/psi gate) with a 25/75/100% chance respectively and this can only occur once meaning that, for example, if the blacksite has triggered a hunt, then completing the psi gate will not trigger another. These UFOs are guaranteed to intercept the avenger unless one has already occured in which it uses the interception chances after the first listed above.&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
* Regional HQ assault&lt;br /&gt;
&lt;br /&gt;
It should be noted that while Smash N Grab missions list Enemy Material as their reward, they no longer allow the collection of corpses from the battlefield. Unlike the five missions listed above, material recovered from Smash N Grabs is not dependent on the state of the battlefield, only on the number of Advent Resource Caches successfully retrieved. The Resource Caches can provide alloys, elerium, elerium cores, or supplies, but not corpses.&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength. For supply convoys and troop columns, enemies also gain a flat aim and defense bonus with their HP multiplied based on infiltration in intervals of 25% (0-24/25-49/50-74/75-99). Although there is great reward in acquiring plenty of corpses, it is important to be wary of the great risks involved that may be more harmful than its worth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions (LWOTC)| ]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=107849</id>
		<title>Infiltration (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Infiltration_(LWOTC)&amp;diff=107849"/>
		<updated>2022-05-16T11:27:48Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Network Tower and HQ Assault are affected by extra infiltration like normal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
{{Toc_(LWOTC)|40}}Infiltrating missions require you to dispatch a squad several days before the mission so they can study the target and make plans. This is represented by an in-game &amp;quot;infiltration&amp;quot; value which accumulates as the squad spends more time at the mission location. The speed at which a squad infiltrates depends on its size, equipment and abilities, as well as the stage of liberation the mission&#039;s region is in for some missions. The final infiltration value, at the time you launch the mission, affects several aspects of tactical gameplay. This includes the quantity of enemies, their detection radius, and the delay before the Skyranger arrives for evac.  Mission rewards and objective timers are &#039;&#039;not&#039;&#039; affected by infiltration.&lt;br /&gt;
&lt;br /&gt;
The infiltration mechanic is the method by which most, but not all, missions are launched. The system is designed to provide a balance between the assignment of your haven personnel on intel gathering, the number of troops and equipment you bring on the mission, and the danger you will encounter on the mission.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
When a mission is discovered you can deploy a squad, selecting soldiers and their loadout just like in the base game. Soldiers and equipment are unavailable while deployed to a mission. Once in place they will begin infiltrating. You can see their progress on the geoscape and you can click the mission bar to view details. From that screen you have the option to launch the mission immediately or to abort infiltration and recall your squad. The only penalty for aborting early is losing the squad&#039;s accumulated infiltration progress; you do not forfeit the mission. You can try to re-infiltrate with a newly selected squad if there is enough time left.&lt;br /&gt;
&lt;br /&gt;
=== Infiltration Duration ===&lt;br /&gt;
&lt;br /&gt;
Most infiltration missions have a limited duration. You must launch the mission before it expires, but you don&#039;t have to watch the clock: if you have a squad deployed to infiltrate then the game will prompt you to launch or abort just before the mission expires. The time remaining for a mission is shown in the geoscape and in the top left of mission load-out screen. The load-out screen also displays the time to infiltrate, updated as you add or remove soldiers and equipment. This is how long the squad needs to reach 100% infiltration and eliminate all tactical penalties. If the squad&#039;s infiltration time is greater than the mission&#039;s time remaining then you won&#039;t be able to fully infiltrate. You can still deploy, but the mission will be more difficult. Infiltration can also be greater than 100%, up to 200% if the squad is allowed to remain infiltrating, which will make the mission easier.&lt;br /&gt;
&lt;br /&gt;
A mission&#039;s expiration timer starts when it is created; the mission is not visible at this time. The local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate. Most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  For more information on generating missions, see the [[Missions (LW2)| Missions]] page.&lt;br /&gt;
&lt;br /&gt;
== Infiltration Time ==&lt;br /&gt;
&lt;br /&gt;
To calculate the time a squad will take to reach 100% infiltration, the game uses 4 factors: Base Infiltration Time, Squad Size Factor, Squad Covertness Factor, and Liberation Factor. Infiltration can also be boosted, and liberating a region while a squad is infiltrating a mission in it will heavily affect their infiltration.&lt;br /&gt;
&lt;br /&gt;
=== Base Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
The base time each mission needs to be infiltrated changes depending on difficulty. For most missions the base times are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|96 hours (4 days) || 120 hours (5 days) || 144 hours (6 days) || 144 hours (6 days) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However some Golden Path missions (Blacksite, Forge and Psi Gate) have double the base time of most missions. Other missions may have a flat modifier (positive or negative) depending on the activity, which is applied directly to the base time needed.&lt;br /&gt;
&lt;br /&gt;
=== Squad Size Factor ===&lt;br /&gt;
&lt;br /&gt;
The number of soldiers in a squad can affect significatively the hours needed for full infiltration:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Size Factor&#039;&#039;&#039; || 0.7 || 0.725 || 0.75 || 0.8 || 1 || 1.25 || 1.5 || 1.8 || 2.8 || 4 || 5.2 || 6.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The GTS project &amp;quot;Tactical Infiltrations&amp;quot; will reduce the Size Factors for 6 and 7 soldiers by 0.125, and &amp;quot;Large Unit Infiltrations&amp;quot; will reduce the Size Factors for higher numbers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Squad Size&#039;&#039;&#039; || 8 || 9 || 10 || 11 || 12+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reduction&#039;&#039;&#039; || -0.2 || -0.35 || -0.5 || -0.5 || -0.5 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Squad Size Factor has a minimum of 0.05 and a maximum of 10. The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Squad Size Factor - 1. A Squad Size Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Squad Covertness ===&lt;br /&gt;
&lt;br /&gt;
When a squad of soldiers has been chosen to infiltrate a mission, the game will calculate the average covertness of the squad in this way:&lt;br /&gt;
* For each soldier, calculate two values from their equipment (including weapon upgrades): Covertness Value and Covertness Weight.&lt;br /&gt;
** Covertness Value is calculated by adding each piece of equipment&#039;s Covertness Value multiplied by their Covertness Weight. Empty spots have no value.&lt;br /&gt;
** Covertness Weight is calculated by adding each piece of equipment&#039;s Covertness Weight. Empty spots have 0.2 weight.&lt;br /&gt;
* If the soldier has leadership bonuses from the squad&#039;s officer, items or abilities that reduce individual infiltration times, apply each multiplier to their Covertness Value &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Covert|Covert]] has a 0.97 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Ghostwalker|Ghostwalker]] has a 0.98 multiplier.&lt;br /&gt;
** [[Perk_List_(LW2)#Tradecraft|Tradecraft]] has a 0.8 multiplier.&lt;br /&gt;
** Leadership bonus multiplier starts at 1, reduced by 0.0075 for each successful mission under this officer, down to a minimum of 0.75 after 34 missions.&lt;br /&gt;
* To obtain each soldiers final covertness contribution: Covertness Value / Covertness Weight.&lt;br /&gt;
* For the squad&#039;s covertness, add all soldiers&#039; final covertness, and &#039;&#039;for each of them&#039;&#039; that has an ability that reduces squad infiltration time (i.e. [[Perk_List_(LW2)#Infiltrator|Infiltrator]]), apply each multiplier to the squad&#039;s covertness &#039;&#039;multiplicatively&#039;&#039;.&lt;br /&gt;
** [[Perk_List_(LW2)#Infiltrator|Infiltrator]] has a 0.85 multiplier.&lt;br /&gt;
* Divide the squad&#039;s total covertness by the number of soldiers to obtain the average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor starts as 1 at 100 average covertness, and for each 100 difference in average covertness, the Factor will be increased or reduced by 0.67 (for example, 0.33 at 0 average covertness and 1.67 at 200 average covertness.&lt;br /&gt;
&lt;br /&gt;
The Squad Covertness Factor has a minimum of 0.05 and a maximum of 10. If the Squad Size Factor is higher than 1, the Squad Covertness Factor will be applied to the Base Infiltration Time plus the hours the Squad Size Factor adds; if not, it will be applied only to the Base Infiltration Time. The hours to full infiltration will be modified by this time multiplied by the Squad Covertness Factor - 1. A Squad Covertness Factor under 1 will remove hours instead.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Factor ===&lt;br /&gt;
&lt;br /&gt;
For some missions (Alien Facility Sabotage, Blacksite, Forge and Psi Gate), the stage of liberation that the region where the mission takes place is in will also affect infiltration times. This factor will always reduce infiltration times:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberation Stage&#039;&#039;&#039; || No progress || Found a lead&amp;lt;br&amp;gt;(First Liberation mission unlocked) || Rescue a Defector&amp;lt;br&amp;gt;Completed || Hinder ADVENT Operations&amp;lt;br&amp;gt;Completed || Destroy Network Tower&amp;lt;br&amp;gt;Completed || Region Liberated&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberation Factor&#039;&#039;&#039; || 1 || 0.7 || 0.55 || 0.4 || 0.25 || 0.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hours to full infiltration will be modified by the Base Infiltration Time multiplied by the Liberation Factor - 1.&lt;br /&gt;
&lt;br /&gt;
=== Boosting Infiltration ===&lt;br /&gt;
&lt;br /&gt;
Boosting spends 25 Intel (30 on Legend) to further apply a factor to the time to full infiltration depending on difficulty:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|2 || 1.75 || 1.5 || 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The time to full infiltration will be divided by this factor after infiltration is boosted. This change applies retroactively to the calculation of infiltration %.&lt;br /&gt;
&lt;br /&gt;
=== Final Infiltration Time ===&lt;br /&gt;
&lt;br /&gt;
Adding together every factor will result in the time to reach 100% infiltration with that particular squad:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
Base Infiltration Time = Base Hours (depending on difficulty) * 2 (if the mission is Blacksite, Forge or Psi Gate) + Flat Hours Modifier (depends on mission)&lt;br /&gt;
&lt;br /&gt;
Squad Size Time = Base Infiltration Time * (Squad Size Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Squad Covertness Time = (Base Infiltration Time + Squad Size Time (if positive)) * (Squad Covertness Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Liberation Time (if mission is Sabotage Alien Facility, Blacksite, Forge or Psi Gate) = Base Infiltration Time * (Liberation Factor - 1)&lt;br /&gt;
&lt;br /&gt;
Hours to 100% Infiltration = (Base Infiltration Time + Squad Size Time + Squad Covertness Time + Liberation Time) / Boost Factor (if intel is spent)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hours to 100% infiltration cannot be lower than 12 or higher than 1296 (54 days). To calculate the infiltration value the squad has, divide the hours the squad has been infiltrating by the hours to 100% infiltration. The resulting percentage is the infiltration value shown on the mission screen, from 0% to 200%, which will have several effects on the tactical part of the mission.&lt;br /&gt;
&lt;br /&gt;
If a region is liberated while squads are infiltrating missions in it, all infiltration values will be boosted by a flat 50% and the missions will be forced to begin immediately or be aborted.&lt;br /&gt;
&lt;br /&gt;
== Effects of Infiltration ==&lt;br /&gt;
An infiltration value of 100% gives no bonuses or penalties. Lower infiltration aids the aliens and higher infiltration aids XCOM, but these effects are not equal: the penalties for a low infiltration level are much worse than the bonuses for an excessive infiltration. &lt;br /&gt;
&lt;br /&gt;
=== Enemy Strength ===&lt;br /&gt;
&lt;br /&gt;
Each breakpoint corresponds to an increase or decrease in the effective [[ADVENT&#039;s_Agenda_(LW2)#Strength_Level|Strength Level]] for the mission, respectively. This will directly change the number of enemies that spawn, which may affect the [[Missions (LW2)#Enemy Activity Level|Enemy Activity Level]] reported. Being between two breakpoints gives you a percent chance to upgrade to the next breakpoint and reduce enemy activity level accordingly, with the chance increasing proportionally as you approach the next breakpoint. The change in activity level is also vaguely indicated in the &amp;quot;Enemy Readiness&amp;quot; tag when looking at the mission.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 9% || 17% || 25% || 34% || 42% || 50% || 59% || 67% || 75% || 84% || 92% || 100% || 125% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength Level Change&#039;&#039;&#039; || +12 || +11 || +10 || +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Enemy Readiness&#039;&#039;&#039; &lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Impregnable&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Fortified&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Alerted&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Guarded&lt;br /&gt;
| Normal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| Vulnerable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, consider a mission with Very Light baseline enemy activity. Above 92% infiltration you are guaranteed to receive at worst Light enemy activity, with an increasing chance to get Very Light enemy activity as you approach 100% infiltration.&lt;br /&gt;
&lt;br /&gt;
There are many more breakpoints below 100% than there are above it; missions will quickly become significantly more difficult at under 100% and you should try your best to reach this percentage. Similarly the difference between 150% and 200% is very small and may not be worth the squad strength cuts needed to attain 200%.&lt;br /&gt;
&lt;br /&gt;
Golden Path missions (Blacksite, Forge, Psi Gate) are &#039;&#039;&#039;not&#039;&#039;&#039; affected by this modifier.&lt;br /&gt;
&lt;br /&gt;
=== Skyranger Evac Delay ===&lt;br /&gt;
&lt;br /&gt;
The Evac Delay timer can be modified by the infiltration value, among other things. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding Evac Delay modifier will be active. For more information on Skyranger Evac time, see [[Mechanics (LW2)#Skyranger Evac Delay|Skyranger Evac Mechanics]].&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 30% || 60% || 100% || 150% || 200%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Evac Delay Turns&#039;&#039;&#039; || +3 || +2 || +1 || 0 || -1 || -2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reflex Actions ===&lt;br /&gt;
&lt;br /&gt;
The chance of enemies taking a reflex action when they&#039;re activated on their turn can be modified by the infiltration value, depending on difficulty.&lt;br /&gt;
* This is the base chance for enemies to take a reflex action:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 20% || 33% || 38%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration over 100% will decrease the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|1% || 0.5% || 0.1% || 0.1%&lt;br /&gt;
|}&lt;br /&gt;
* Each point of infiltration under 100% will increase the reflex chance by this amount:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|0% || 0.1% || 0.5% || 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Concealment Status ===&lt;br /&gt;
&lt;br /&gt;
On Troop Column Ambushes, Supply Raids, or landed UFO missions, a minimum of 100% infiltration value is needed for the squad to start the mission in concealment.&lt;br /&gt;
&lt;br /&gt;
=== Enemy Detection Range ===&lt;br /&gt;
&lt;br /&gt;
The radius at which enemies can detect soldiers in concealment is affected by the infiltration value in different ways depending on difficulty. &lt;br /&gt;
* Above 100%, the detection radius of enemies will be reduced linearly from 100% of its default value to the minimum percentage at 200%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|83.34% || 83.34% || 87.25% || 100%&lt;br /&gt;
|}&lt;br /&gt;
* Below 100%, the detection radius of enemies will be increased linearly from 100% of its default value to the maximum percentage at 0%:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Rookie !! Veteran !! Commander !! Legend&lt;br /&gt;
|-&lt;br /&gt;
|100% || 151% || 151% || 200%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Disguised Faceless will not be affected by this. For more information on enemy detection, see [[Mechanics (LW2)#Detection Range|Detection Radius Mechanics]].&lt;br /&gt;
&lt;br /&gt;
=== Enemy Reinforcements ===&lt;br /&gt;
&lt;br /&gt;
Low infiltration values will advance the reinforcement queue from the start, meaning the first reinforcements spawned will be stronger. As soon as the infiltration value indicated in the breakpoint is reached, the corresponding reinforcement queue modifier will be active:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Infiltration Value&#039;&#039;&#039; || 0% || 20% || 40% || 60% || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Queue Spots Advanced&#039;&#039;&#039; || 5 || 4 || 3 || 2 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For more information on enemy reinforcements, see [[Mechanics (LW2)#Reinforcements_(LW2)|Reinforcements]].&lt;br /&gt;
&lt;br /&gt;
== Gear Covertness ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SMG ||80 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Laser Stengun ||76 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Stuttermag ||72 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Subcoiler ||68 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Scramgun ||60 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Assault Rifles||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Shotguns ||100 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Sniper Rifles ||110 ||1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Cannons ||168 ||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Suppressor ||0 ||0.3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Suppressor ||0 ||0.525&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Elite Suppressor ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Weapon Upgrades ||0 ||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Psi Amp ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Advanced Psi Amp ||40 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Alien Psi Amp ||30 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Combat Knife ||50 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Holotargeter ||80 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Grenade Launcher ||185 ||0.5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Secondaries ||100 ||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Spider Suit ||96 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;E.X.O. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Wraith Suit ||92 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;W.A.R. Suit ||110 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;SPARK Armor ||150 ||2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Other Armor ||100 ||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name !! Value !! Weight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Medikits/Nanomedikits ||95 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;All Plating ||105 ||0.2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Chameleon Suit ||0 ||0.75&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|&#039;&#039;&#039;Empty Slots ||0 ||0.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War of the Chosen]]&lt;br /&gt;
[[Category: Infiltration (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=107092</id>
		<title>Console Commands (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Console_Commands_(LW2)&amp;diff=107092"/>
		<updated>2022-04-14T08:04:24Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Added info about multiple commands on one line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Long War 2 and (Relevant Vanilla) Console Commands==&lt;br /&gt;
&#039;&#039;[#] is an Integer (a number in the 0 or 0.0 format)&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
Multiple commands can be run on a single line by separating them with the | symbol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Argument&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;LW or Vanilla?&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|AiDebugAi&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Shows All AI information for on screen units&lt;br /&gt;
|-&lt;br /&gt;
|AiDebugJobs&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Shows All AI Jobs for on screen units&lt;br /&gt;
|-&lt;br /&gt;
|degugspawningtoggle&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Shows All spawn points for current map&lt;br /&gt;
|-&lt;br /&gt;
|DropUnit &lt;br /&gt;
|[TemplateName] [Team Number]&lt;br /&gt;
|Vanilla&lt;br /&gt;
| [See Unit Table for Unit Names][TeamNumber is 0 for xcom and 1 for advent]&lt;br /&gt;
|-&lt;br /&gt;
|fogdensity&lt;br /&gt;
|[#]&lt;br /&gt;
|Vanilla&lt;br /&gt;
| [#] is the Fog of War density&lt;br /&gt;
|-&lt;br /&gt;
|GiveEngineer&lt;br /&gt;
|[#]&lt;br /&gt;
|Vanilla&lt;br /&gt;
| [#] is the level of the Engineer you are adding (not sure what this means, I always set it at 1)&lt;br /&gt;
|-&lt;br /&gt;
|GiveScientist&lt;br /&gt;
|[#]&lt;br /&gt;
|Vanilla&lt;br /&gt;
| [#] is the level of the Scientist that you are adding (not sure what this means, I always set it at 1)&lt;br /&gt;
|-&lt;br /&gt;
|GiveResource&lt;br /&gt;
|[Resource][#]&lt;br /&gt;
|Vanilla&lt;br /&gt;
|[Resource] can be [Supplies], [Eleriumdust], [AlienAlloy], [Intel], [Eleriumcore] Increases Resource to this [#] level (you MUST have 1 unit already)&lt;br /&gt;
|-&lt;br /&gt;
|HealAllSoldiers&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Heals all injured soldiers instantly&lt;br /&gt;
|-&lt;br /&gt;
|killclosestunittocursor&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Kills the unit closest to the cursor instantly (be very careful this command can kill XCOM too)&lt;br /&gt;
|-&lt;br /&gt;
|KillAllAIExceptClosestUnitToCursor&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Kills all of the enemies EXCEPT the unit closest to the cursor instantly (this will kill any prisoners/VIPs that you do not control)&lt;br /&gt;
|-&lt;br /&gt;
|KillAllAIs&lt;br /&gt;
|&lt;br /&gt;
|Vanilla&lt;br /&gt;
|Kills everything on the map except for XCOM instantly (this will kill any mindcontrolled soldiers/prisoners/VIPs that you do not control)&lt;br /&gt;
|-&lt;br /&gt;
|LevelUpBarracks&lt;br /&gt;
|&lt;br /&gt;
| Vanilla&lt;br /&gt;
| Levels up all soldiers in the Barracks&lt;br /&gt;
|-&lt;br /&gt;
|RemoveFortressDoom&lt;br /&gt;
| [#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [#] is the number of Avatar Timer pips you want to remove&lt;br /&gt;
|-&lt;br /&gt;
|RestartLevel&lt;br /&gt;
| &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Restarts the mission&lt;br /&gt;
|-&lt;br /&gt;
|setregionreslevel &lt;br /&gt;
| [WorldRegion_X][#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [See WorldRegion_X Table] Choose [3] to add a Radio Relay to the region (not sure about other Integers)&lt;br /&gt;
|-&lt;br /&gt;
| SkipAi&lt;br /&gt;
| &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Skips the AI turn (they freeze in place, but if on OW they will shoot, and reinf will take a their initial turn)&lt;br /&gt;
|-&lt;br /&gt;
| slomo&lt;br /&gt;
|  [#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [#] Base is 1.0. Increase/decrease to speed up or slowdown the game (works in tactical, and in the Geoscape)&lt;br /&gt;
|-&lt;br /&gt;
| TakeNoDamage&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| All units are invincible&lt;br /&gt;
|-&lt;br /&gt;
| TATC&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Teleports all XCOM controlled units to the current cursor position (make sure that it is on the ground and not over/under a roof or your soldiers can get trapped in the map)&lt;br /&gt;
|-&lt;br /&gt;
| TTC&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Teleports the selected unit to the current cursor position (make sure that it is on the ground and not over/under a roof or your soldiers can get trapped in the map)&lt;br /&gt;
|-&lt;br /&gt;
| Togglefow&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Turns on/off the Fog of War (does not reveal all enemies)&lt;br /&gt;
|-&lt;br /&gt;
| ToggleGodMode&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| XCOM has unlimited moves, ammo, and takes no damage (?) needs verification.&lt;br /&gt;
|-&lt;br /&gt;
| ToggleSquadConcealment&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Turns on/off Squad Concealment&lt;br /&gt;
|-&lt;br /&gt;
| ToggleUnlimitedAmmo;&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Turns on/off unlimited ammo&lt;br /&gt;
|-&lt;br /&gt;
| X2DebugMap&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Displays the map in Debug mode (you can&#039;t really play with this on, but if you run into a bug it can be helpful)&lt;br /&gt;
|-&lt;br /&gt;
| X2Debugvisibility&lt;br /&gt;
|  &lt;br /&gt;
| Vanilla&lt;br /&gt;
| Displays the map in Debug mode (you can&#039;t really play with this on, but if you run into a bug it can be helpful)&lt;br /&gt;
|-&lt;br /&gt;
| GiveHackReward&lt;br /&gt;
| [HackReward]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [See HackReward Table]. Provides this Hack Reward&lt;br /&gt;
|-&lt;br /&gt;
| GiveContinentBonus&lt;br /&gt;
| [ContinentBonus]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [See ContinentBonus Table]. Provides this Continent Bonus&lt;br /&gt;
|-&lt;br /&gt;
| AddItem (for PCS)&lt;br /&gt;
|  [Quality] [PCS] [#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [Quality] is [Common], [Rare], [Epic]. [PCS] is [PCSSpeed], [PCSFocus], [PCSConditioning], [PCSPerception], [PCSAgility], [#] is the quantity &lt;br /&gt;
|-&lt;br /&gt;
| AddItem (for Weapon Add-ons)&lt;br /&gt;
| [Addon][Quality][#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [Addon] is [AimUpgrade], [ClipsizeUpgrade], [CritUpgrade], [FreeKillUpgrade], [MissDamageUpgrade], [ReloadUpgrade], [FreeFireUpgrade], [Quality] is [bsc], [adv], [sup].  [#] is the quantity &lt;br /&gt;
|-&lt;br /&gt;
| AddItem (for Weapons, Armor, and Utility Items)&lt;br /&gt;
| [ResourceName][Quality][#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [See Item Table]{#] is Quantity, see a complete list of item codes, including those from WOTC at [https://commands.gg/xcom2/additem https://commands.gg/xcom2/additem]&lt;br /&gt;
|-&lt;br /&gt;
| GiveFacility&lt;br /&gt;
| [Facility][#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [See Facility Table][#] is the location within the Avenger, where 3,4,5 is the top row left to right, 6,7,8 is the second row, 9,10,11 is the third, and 12,13,14 is the bottom row, So the bottom right hand location is number 14&lt;br /&gt;
|-&lt;br /&gt;
| SpawnPOI&lt;br /&gt;
| [POI] [WorldRegion_X]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| [See POI Table][See WorldRegion_X Table]&lt;br /&gt;
|-&lt;br /&gt;
| SetStatOnClosestUnit&lt;br /&gt;
| [eStat][#]&lt;br /&gt;
| Vanilla&lt;br /&gt;
| closest unit to cursor.[see Stat Table][#] New Stat value&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LWAddRebel&lt;br /&gt;
| [is faceless?][#][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| [#] 1 = False, 0= True [See WorldRegion_X Table]&lt;br /&gt;
|-&lt;br /&gt;
| LWAdvanceActivity&lt;br /&gt;
| [ActivityTemplate][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| [See ActivityTemplate Table] [See WorldRegion_X table]&lt;br /&gt;
|-&lt;br /&gt;
| Lwdebugpodjobs&lt;br /&gt;
|&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Displays current enemy pod jobs&lt;br /&gt;
|-&lt;br /&gt;
| LWDumpActivityLog&lt;br /&gt;
|&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Adds all current activity to the log file&lt;br /&gt;
|-&lt;br /&gt;
| LWdumpregioninfo&lt;br /&gt;
|&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Adds current Region Information to the log file&lt;br /&gt;
|-&lt;br /&gt;
| LWForceActivity&lt;br /&gt;
| [Activity][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| [See Activity Table][See WorldRegion_X Table] Forces an enemy activity in a specific region&lt;br /&gt;
|-&lt;br /&gt;
| LWForceEvac&lt;br /&gt;
| &lt;br /&gt;
| Long War 2&lt;br /&gt;
| Spawn an immediate Evac&lt;br /&gt;
|-&lt;br /&gt;
| LWForceMission&lt;br /&gt;
| [Mission][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| [See Mission Table][See WorldRegion_X Table] Forces a mission to occur in a specific region&lt;br /&gt;
|-&lt;br /&gt;
| LWForceRecruitRoll&lt;br /&gt;
| [#]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| [#] spawn this number of Recruits&lt;br /&gt;
|-&lt;br /&gt;
| LWGiveAWCDefenseAbility&lt;br /&gt;
| [stringSoldierFirstName][stringSoldierlastName]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Gives this soldier a Defensive AWC ability (?) Need to verify this&lt;br /&gt;
|-&lt;br /&gt;
| LWGiveAWCOfenseAbility&lt;br /&gt;
| [stringSoldierFirstName][stringSoldierlastName]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Gives this soldier an Offensive AWC ability (?) Need to verify this&lt;br /&gt;
|-&lt;br /&gt;
| LWGiveAWCPistolAbility&lt;br /&gt;
| [stringSoldierFirstName][stringSoldierlastName]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Gives this soldier a Pistol AWC ability (?) Need to verify this&lt;br /&gt;
|-&lt;br /&gt;
| LWLevelUpRebel&lt;br /&gt;
| [stringSoldierFirstName][stringSoldierlastName]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Levels up this Rebel&lt;br /&gt;
|-&lt;br /&gt;
| LWSetAlertLevel&lt;br /&gt;
| [#][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Sets the region&#039;s Alert level to [#] in [See WorldRegion_X Table]&lt;br /&gt;
|-&lt;br /&gt;
| LWSetForceLevel&lt;br /&gt;
| [#][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Sets the region&#039;s Force level to [#] in [See WorldRegion_X Table]&lt;br /&gt;
|-&lt;br /&gt;
| LWSetVigilanceLevel&lt;br /&gt;
| [#][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Sets the region&#039;s Vigilance level to [#] in [See WorldRegion_X Table]&lt;br /&gt;
|-&lt;br /&gt;
| LWSetEvacCounter&lt;br /&gt;
| [#]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Sets the current Evac counter to [#]&lt;br /&gt;
|-&lt;br /&gt;
| LWSpawnActivity&lt;br /&gt;
| [Activity][WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Spawns the [Activity] mission in the [WorldRegion_X]&lt;br /&gt;
|-&lt;br /&gt;
| GiveTech&lt;br /&gt;
| [TechName]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| [See Tech Table] Completes a project instantly&lt;br /&gt;
|-&lt;br /&gt;
| MakeSoldierAClass&lt;br /&gt;
| [string SoldierFirstName][string SoldierLastName][class]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Soldier&#039;s first and last name spelled EXACTLY as it is in the Barracks, and [Class] which is the class you want the soldier to choose. (See Class table)&lt;br /&gt;
|-&lt;br /&gt;
| LWAddResistanceMec &lt;br /&gt;
| [WorldRegion_X]&lt;br /&gt;
| Long War 2&lt;br /&gt;
| Adds a Resistance Mec to the selected [WorldRegion_X]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorldRegion Table&#039;&#039;&#039;&lt;br /&gt;
**WorldRegion_EastNA&lt;br /&gt;
**WorldRegion_WestNA&lt;br /&gt;
**WorldRegion_SouthNA&lt;br /&gt;
**WorldRegion_NorthSA&lt;br /&gt;
**WorldRegion_SouthSA&lt;br /&gt;
**WorldRegion_WestEU&lt;br /&gt;
**WorldRegion_EastEU&lt;br /&gt;
**WorldRegion_NorthAF&lt;br /&gt;
**WorldRegion_EastAF&lt;br /&gt;
**WorldRegion_SouthAF&lt;br /&gt;
**WorldRegion_EastAS&lt;br /&gt;
**WorldRegion_WestAS&lt;br /&gt;
**WorldRegion_NorthAS&lt;br /&gt;
**WorldRegion_SouthAS&lt;br /&gt;
**WorldRegion_NorthOC&lt;br /&gt;
**WorldRegion_SouthOC&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Class Table&#039;&#039;&#039;&lt;br /&gt;
**Rookie&lt;br /&gt;
**LWS_Assault&lt;br /&gt;
**LWS_Shinobi &lt;br /&gt;
**LWS_Grenadier &lt;br /&gt;
**LWS_Sharpshooter&lt;br /&gt;
**LWS_Ranger &lt;br /&gt;
**LWS_Specialist &lt;br /&gt;
**LWS_Technical&lt;br /&gt;
**LWS_Gunner&lt;br /&gt;
**LWS_PsiOperative&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Item Table&#039;&#039;&#039;&lt;br /&gt;
**AcidGrenade&lt;br /&gt;
**AcidGrenadeMk2&lt;br /&gt;
**AimUpgrade_Sup&lt;br /&gt;
**AlienAlloy&lt;br /&gt;
**AlienGrenade&lt;br /&gt;
**AlloyPlating&lt;br /&gt;
**ApRounds&lt;br /&gt;
**APRounds&lt;br /&gt;
**Arcthrower_BM&lt;br /&gt;
**Arcthrower_MG&lt;br /&gt;
**AssaultRifle_BM&lt;br /&gt;
**AssaultRifle_CG&lt;br /&gt;
**AssaultRifle_LS&lt;br /&gt;
**AssaultRifle_MG&lt;br /&gt;
**BattleScanner&lt;br /&gt;
**BlasterLauncher&lt;br /&gt;
**BluescreenRounds&lt;br /&gt;
**Cannon_BM&lt;br /&gt;
**Cannon_LS&lt;br /&gt;
**CarapacePlating&lt;br /&gt;
**ChameleonSuit&lt;br /&gt;
**ChitinPlating&lt;br /&gt;
**ClipSizeUpgrade_Sup&lt;br /&gt;
**CombatStims&lt;br /&gt;
**CorpseAdventMEC&lt;br /&gt;
**CorpseAdventOfficer&lt;br /&gt;
**CorpseAdventShieldbearer&lt;br /&gt;
**CorpseAdventStunLancer&lt;br /&gt;
**CorpseAdventTrooper&lt;br /&gt;
**CorpseAdventTurret&lt;br /&gt;
**CorpseAndromedon&lt;br /&gt;
**CorpseArchon&lt;br /&gt;
**CorpseAvatar&lt;br /&gt;
**CorpseBerserker&lt;br /&gt;
**CorpseCodex&lt;br /&gt;
**CorpseDrone&lt;br /&gt;
**CorpseFaceless&lt;br /&gt;
**CorpseGatekeeper&lt;br /&gt;
**CorpseMuton&lt;br /&gt;
**CorpseMutonElite&lt;br /&gt;
**CorpseSectoid&lt;br /&gt;
**CorpseViper&lt;br /&gt;
**DragonRounds&lt;br /&gt;
**EleriumCore&lt;br /&gt;
**EleriumDust&lt;br /&gt;
**EMPGrenade&lt;br /&gt;
**EMPGrenadeMk2&lt;br /&gt;
**FalconRounds&lt;br /&gt;
**Firebomb&lt;br /&gt;
**FirebombMK2&lt;br /&gt;
**Flamethrower&lt;br /&gt;
**FlamethrowerMk2 (Hellfire Projector)&lt;br /&gt;
**FlashbangGrenade&lt;br /&gt;
**FlechetteRounds&lt;br /&gt;
**FragGrenade&lt;br /&gt;
**GasGrenade&lt;br /&gt;
**GasGrenadeMk2&lt;br /&gt;
**Gremlin_BM&lt;br /&gt;
**Gremlin_MG&lt;br /&gt;
**HazmatVest&lt;br /&gt;
**HeavyPlatedArmor&lt;br /&gt;
**HeavyPoweredArmor&lt;br /&gt;
**Hellweave&lt;br /&gt;
**Holotargeter_BM&lt;br /&gt;
**Holotargeter_MG&lt;br /&gt;
**IncendiaryRounds&lt;br /&gt;
**Intel&lt;br /&gt;
**LightPlatedArmor&lt;br /&gt;
**lightpoweredarmor&lt;br /&gt;
**LWGauntlet_BM&lt;br /&gt;
**LWGauntlet_CG&lt;br /&gt;
**MediumPlatedArmor&lt;br /&gt;
**MediumPoweredArmor&lt;br /&gt;
**MimicBeacon&lt;br /&gt;
**MindShield&lt;br /&gt;
**NanoFibreVest&lt;br /&gt;
**NeedleRounds&lt;br /&gt;
**Neurowhip&lt;br /&gt;
**PlasmaBlaster&lt;br /&gt;
**PlatedVest&lt;br /&gt;
**ProximityMine&lt;br /&gt;
**PsiAmp_BM&lt;br /&gt;
**PsiAmp_MG&lt;br /&gt;
**RedscreenRounds&lt;br /&gt;
**Shotgun_BM&lt;br /&gt;
**Shotgun_MG&lt;br /&gt;
**ShredderGun&lt;br /&gt;
**ShredstormCannon&lt;br /&gt;
**Skulljack&lt;br /&gt;
**SmokeGrenade&lt;br /&gt;
**SmokeGrenadeMk2&lt;br /&gt;
**SniperRifle_BM&lt;br /&gt;
**SniperRifle_CG&lt;br /&gt;
**StasisVest&lt;br /&gt;
**StilettoRounds&lt;br /&gt;
**Supplies&lt;br /&gt;
**Sword_BM&lt;br /&gt;
**Sword_MG&lt;br /&gt;
**TalonRounds&lt;br /&gt;
**TracerRounds&lt;br /&gt;
**VenomRounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tech Table&#039;&#039;&#039;&lt;br /&gt;
**AcidBombProject&lt;br /&gt;
**AcidGrenade&lt;br /&gt;
**AcidGrenadeMk2&lt;br /&gt;
**AcidGrenadeProject&lt;br /&gt;
**AcidGrenadeProject&lt;br /&gt;
**AdvancedAutoMagProject&lt;br /&gt;
**AdvancedClipSizeProject&lt;br /&gt;
**AdvancedCoilguns&lt;br /&gt;
**AdvancedGrenades&lt;br /&gt;
**AdvancedHairTriggerProject&lt;br /&gt;
**AdvancedHeavyWeapons&lt;br /&gt;
**AdvancedLasers&lt;br /&gt;
**AdvancedLaserSightProject&lt;br /&gt;
**AdvancedScopeProject&lt;br /&gt;
**AdvancedStockProject&lt;br /&gt;
**AlienBiotech&lt;br /&gt;
**AlienEncryption&lt;br /&gt;
**AlloyCannon&lt;br /&gt;
**AlloyPlatingProject&lt;br /&gt;
**APRoundsProject&lt;br /&gt;
**Arcthrower_BM&lt;br /&gt;
**AutopsyAdventMEC&lt;br /&gt;
**AutopsyAdventOfficer&lt;br /&gt;
**AutopsyAdventPsiWitch&lt;br /&gt;
**AutopsyAdventShieldbearer&lt;br /&gt;
**AutopsyAdventStunLancer&lt;br /&gt;
**AutopsyAdventTrooper&lt;br /&gt;
**AutopsyAdventTurret&lt;br /&gt;
**AutopsyAndromedon&lt;br /&gt;
**AutopsyArchon&lt;br /&gt;
**AutopsyBerserker&lt;br /&gt;
**AutopsyChryssalid&lt;br /&gt;
**AutopsyDrone&lt;br /&gt;
**AutopsyFaceless&lt;br /&gt;
**AutopsyGatekeeper&lt;br /&gt;
**AutopsyMuton&lt;br /&gt;
**AutopsyMutonElite&lt;br /&gt;
**AutopsySectoid&lt;br /&gt;
**AutopsySectopod&lt;br /&gt;
**AutopsyViper&lt;br /&gt;
**BasicAutoMagProject&lt;br /&gt;
**BasicClipSizeProject&lt;br /&gt;
**BasicEngineeringProject&lt;br /&gt;
**BasicHairTriggerProject&lt;br /&gt;
**BasicLaserSightProject&lt;br /&gt;
**BasicResearchProject&lt;br /&gt;
**BasicScopeProject&lt;br /&gt;
**BasicStockProject&lt;br /&gt;
**BattlefieldMedicine&lt;br /&gt;
**BattlescannerProject&lt;br /&gt;
**BlacksiteData&lt;br /&gt;
**BluescreenRoundsProject&lt;br /&gt;
**BuildSpark&lt;br /&gt;
**CarapacePlatingProject&lt;br /&gt;
**ChameleonSuitProject&lt;br /&gt;
**ChitinPlatingProject&lt;br /&gt;
**CodexBrainPt1&lt;br /&gt;
**CodexBrainPt2&lt;br /&gt;
**CoilGuns&lt;br /&gt;
**CombatStims&lt;br /&gt;
**DragonRoundsProject&lt;br /&gt;
**EMPBombProject&lt;br /&gt;
**EMPGrenade&lt;br /&gt;
**EMPGrenadeMk2&lt;br /&gt;
**EMPGrenadeProject&lt;br /&gt;
**EXOSuit&lt;br /&gt;
**ExperimentalAmmo&lt;br /&gt;
**ExperimentalArmor&lt;br /&gt;
**ExperimentalGrenade&lt;br /&gt;
**FalconRoundsProject&lt;br /&gt;
**Firebomb&lt;br /&gt;
**FirebombMK2&lt;br /&gt;
**FlechetteRoundsProject&lt;br /&gt;
**ForgeStasisSuit&lt;br /&gt;
**GasBombProject&lt;br /&gt;
**GasGrenade&lt;br /&gt;
**GasGrenadeMk2&lt;br /&gt;
**GasGrenadeProject&lt;br /&gt;
**GaussWeapons&lt;br /&gt;
**Gremlin_BM&lt;br /&gt;
**Gremlin_MG&lt;br /&gt;
**HazmatVestProject&lt;br /&gt;
**HeavyPlasma&lt;br /&gt;
**HeavyWeapons&lt;br /&gt;
**HellweaveProject&lt;br /&gt;
**Holotargeter_BM&lt;br /&gt;
**Holotargeter_MG&lt;br /&gt;
**HybridMaterials&lt;br /&gt;
**IncendiaryBombProject&lt;br /&gt;
**IncendiaryGrenadeProject&lt;br /&gt;
**LaserWeapons&lt;br /&gt;
**LWGauntlet_BM&lt;br /&gt;
**LWGauntlet_CG&lt;br /&gt;
**MagnetizedWeapons&lt;br /&gt;
**MechanizedWarfare&lt;br /&gt;
**MimicBeacon&lt;br /&gt;
**MimicBeaconProject&lt;br /&gt;
**MindShield&lt;br /&gt;
**ModularWeapons&lt;br /&gt;
**NeedleRoundsProject&lt;br /&gt;
**Neurowhip&lt;br /&gt;
**PlasmaBlasterProject&lt;br /&gt;
**PlasmaGrenade&lt;br /&gt;
**PlasmaRifle&lt;br /&gt;
**PlasmaSniper&lt;br /&gt;
**PlatedArmor&lt;br /&gt;
**PlatedVestProject&lt;br /&gt;
**PoweredArmor&lt;br /&gt;
**ProximityMineProject&lt;br /&gt;
**PsiAmp_BM&lt;br /&gt;
**PsiAmp_MG&lt;br /&gt;
**PsiGate&lt;br /&gt;
**Psionics&lt;br /&gt;
**Psionics&lt;br /&gt;
**RedscreenRoundsProject&lt;br /&gt;
**RenderAdventDroneWreck&lt;br /&gt;
**RenderAdventOfficerCorpse&lt;br /&gt;
**RenderAdventShieldbearerCorpse&lt;br /&gt;
**RenderAdventStunLancerCorpse&lt;br /&gt;
**RenderAdventTrooperCorpse&lt;br /&gt;
**RenderAndromedonCorpse&lt;br /&gt;
**RenderArchonCorpse&lt;br /&gt;
**RenderBerserkerCorpse&lt;br /&gt;
**RenderBlutonCorpse&lt;br /&gt;
**RenderChryssalidCorpse&lt;br /&gt;
**RenderEleriumCore&lt;br /&gt;
**RenderFacelessCorpse&lt;br /&gt;
**RenderGatekeeperCorpse&lt;br /&gt;
**RenderMECCWreck&lt;br /&gt;
**RenderMutonCorpse&lt;br /&gt;
**RenderSectoidCorpse&lt;br /&gt;
**RenderSectopodWreck&lt;br /&gt;
**RenderTurretWreck&lt;br /&gt;
**RenderViperCorpse&lt;br /&gt;
**ResistanceCommunications&lt;br /&gt;
**ResistanceRadio&lt;br /&gt;
**ShredstormCannonProject&lt;br /&gt;
**Skulljack&lt;br /&gt;
**Skullmining&lt;br /&gt;
**SmokeBombProject&lt;br /&gt;
**SpiderSuit&lt;br /&gt;
**StasisVestProject&lt;br /&gt;
**StasisVestProject&lt;br /&gt;
**StilettoRoundsProject&lt;br /&gt;
**SuperiorClipSizeProject&lt;br /&gt;
**SuperiorClipSizeProject&lt;br /&gt;
**SuperiorHairTriggerProject&lt;br /&gt;
**SuperiorLaserSightProject&lt;br /&gt;
**SuperiorScopeProject&lt;br /&gt;
**SuperiorStockProject&lt;br /&gt;
**Sword_BM&lt;br /&gt;
**Sword_MG&lt;br /&gt;
**TalonRoundsProject&lt;br /&gt;
**Tech_AdventDatapad&lt;br /&gt;
**Tech_AlienDatapad&lt;br /&gt;
**Tech_AlienFacilityLead&lt;br /&gt;
**Tech_Elerium&lt;br /&gt;
**TracerRoundsProject&lt;br /&gt;
**VenomRoundsProject&lt;br /&gt;
**WARSuit&lt;br /&gt;
**WraithSuit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unit Table&#039;&#039;&#039;&lt;br /&gt;
**AdvGrenadier&lt;br /&gt;
**AdvGrenadier&lt;br /&gt;
**AdvGrenadier&lt;br /&gt;
**AdvGunner&lt;br /&gt;
**AdvGunner&lt;br /&gt;
**AdvGunner&lt;br /&gt;
**AdvMec_M1&lt;br /&gt;
**AdvMec_M2&lt;br /&gt;
**AdvMec_M3&lt;br /&gt;
**AdvMECArcher&lt;br /&gt;
**AdvMECArcher&lt;br /&gt;
**AdvRocketeer&lt;br /&gt;
**AdvRocketeer&lt;br /&gt;
**AdvRocketeer&lt;br /&gt;
**AdvSentry&lt;br /&gt;
**AdvSentry&lt;br /&gt;
**AdvSentry&lt;br /&gt;
**ArchonM2_LW&lt;br /&gt;
**ChryssalidSoldier&lt;br /&gt;
**Drone&lt;br /&gt;
**Drone&lt;br /&gt;
**HiveQueen&lt;br /&gt;
**MutonM2_LW&lt;br /&gt;
**MutonM3_LW&lt;br /&gt;
**Naja&lt;br /&gt;
**Naja&lt;br /&gt;
**Naja&lt;br /&gt;
**SectoidM2_LW&lt;br /&gt;
**Sidewinder&lt;br /&gt;
**Sidewinder&lt;br /&gt;
**Sidewinder&lt;br /&gt;
**Viper_LW&lt;br /&gt;
**Viper_LW&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Missions Table&#039;&#039;&#039;&lt;br /&gt;
**RecoverItem_LW&lt;br /&gt;
**RecoverItemADV_LW&lt;br /&gt;
**RecoverItemTrain_LW&lt;br /&gt;
**RecoverItemVehicle_LW&lt;br /&gt;
**RecoverFlightDevice_LW&lt;br /&gt;
**HackWorkstation_LW&lt;br /&gt;
**HackWorkstationADV_LW&lt;br /&gt;
**HackWorkstationTrain_LW&lt;br /&gt;
**SupplyLineRaidATT_LW&lt;br /&gt;
**SupplyLineRaidTrain_LW&lt;br /&gt;
**SupplyLineRaidConvoy_LW&lt;br /&gt;
**DestroyRelay_LW&lt;br /&gt;
**ProtectDevice_LW&lt;br /&gt;
**ExtractVIP_LW&lt;br /&gt;
**RescueVIP_LW&lt;br /&gt;
**RescueVIPVehicle_LW&lt;br /&gt;
**NeutralizeTarget_LW&lt;br /&gt;
**NeutralizeTargetVehicle_LW&lt;br /&gt;
**SecureUFO_LW&lt;br /&gt;
**SabotageAlienFacility_LW&lt;br /&gt;
**SabotageAdventMonument_LW&lt;br /&gt;
**Terror_LW&lt;br /&gt;
**AvengerDefense_LW&lt;br /&gt;
**AssaultAlienBase_LW&lt;br /&gt;
**Jailbreak_LW&lt;br /&gt;
**Defend_LW&lt;br /&gt;
**Rendezvous_LW&lt;br /&gt;
**IntelRaid_LW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Activities Table&#039;&#039;&#039;&lt;br /&gt;
**ProtectRegion&lt;br /&gt;
**Counterinsurgency&lt;br /&gt;
**ReinforceActivity&lt;br /&gt;
**COINResearch&lt;br /&gt;
**COINOps&lt;br /&gt;
**BuildResearchFacility&lt;br /&gt;
**RegionalAvatarResearch&lt;br /&gt;
**GlobalAvatarResearch&lt;br /&gt;
**ScheduledOffworldReinforcements&lt;br /&gt;
**EmergencyOffworldReinforcements&lt;br /&gt;
**SuperEmergencyOffworldReinforcements&lt;br /&gt;
**Repression&lt;br /&gt;
**Invasion&lt;br /&gt;
**AvengerHunt&lt;br /&gt;
**Propaganda&lt;br /&gt;
**ProtectResearch&lt;br /&gt;
**ProtectData&lt;br /&gt;
**TroopManeuvers&lt;br /&gt;
**HighValuePrisoner&lt;br /&gt;
**PoliticalPrisoners&lt;br /&gt;
**Logistics&lt;br /&gt;
**CloneDeployment&lt;br /&gt;
**DebugMission&lt;br /&gt;
**Rendezvous&lt;br /&gt;
**IntelRaid&lt;br /&gt;
**Defend&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Facility Table&#039;&#039;&#039;&lt;br /&gt;
**AdvancedWarfareCenter&lt;br /&gt;
**Laboratory&lt;br /&gt;
**OfficerTrainingSchool&lt;br /&gt;
**PowerRelay&lt;br /&gt;
**ProvingGround&lt;br /&gt;
**PsiChamber&lt;br /&gt;
**ResistanceComms&lt;br /&gt;
**ShadowChamber&lt;br /&gt;
**UFODefense&lt;br /&gt;
**Workshop&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stat Table&#039;&#039;&#039;&lt;br /&gt;
**eStat_HP&lt;br /&gt;
**eStat_ArmorChance&lt;br /&gt;
**eStat_ArmorMitigation&lt;br /&gt;
**eStat_Offense&lt;br /&gt;
**eStat_Defense&lt;br /&gt;
**eStat_Mobility&lt;br /&gt;
**eStat_SightRadius&lt;br /&gt;
**eStat_Will&lt;br /&gt;
**eStat_PsiOffense]=20&lt;br /&gt;
**eStat_FlightFuel&lt;br /&gt;
**eStat_UtilityItems&lt;br /&gt;
**eStat_AlertLevel&lt;br /&gt;
**eStat_BackpackSize&lt;br /&gt;
**eStat_Hacking&lt;br /&gt;
**eStat_CritChance&lt;br /&gt;
**eStat_CombatSims&lt;br /&gt;
**eStat_HighCoverConcealment&lt;br /&gt;
**eStat_Strength&lt;br /&gt;
**eStat_FlankingCritChance&lt;br /&gt;
**eStat_FlankingAimBonus&lt;br /&gt;
**eStat_DetectionRadius&lt;br /&gt;
**eStat_HP&lt;br /&gt;
**eStat_Will&lt;br /&gt;
**eStat_Dodge&lt;br /&gt;
**eStat_UtilityItems&lt;br /&gt;
**eStat_Mobility&lt;br /&gt;
**eStat_PsiOffense&lt;br /&gt;
**eStat_FlankingCritChance&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;POI Table&#039;&#039;&#039;&lt;br /&gt;
**POI_GuerillaOp&lt;br /&gt;
**POI_LootTable&lt;br /&gt;
**POI_HeavyWeapon&lt;br /&gt;
**POI_GrenadeAmmo&lt;br /&gt;
**POI_FacilityLead&lt;br /&gt;
**POI_Gamescom&lt;br /&gt;
**POI_ReducedContact&lt;br /&gt;
**POI_Intel&lt;br /&gt;
**POI_Alloys&lt;br /&gt;
**POI_AlloysElerium&lt;br /&gt;
**POI_Scientist&lt;br /&gt;
**POI_Engineer&lt;br /&gt;
**POI_SupplyRaid&lt;br /&gt;
**POI_Rookies&lt;br /&gt;
**POI_Soldier&lt;br /&gt;
**POI_AvengerPower&lt;br /&gt;
**POI_AvengerResComms&lt;br /&gt;
**POI_IncreaseIncome&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Continent Bounus&#039;&#039;&#039;&lt;br /&gt;
**ContinentBonus_AllIn;&lt;br /&gt;
**ContinentBonus_ArmedToTheTeeth;&lt;br /&gt;
**ContinentBonus_FireWhenReady;&lt;br /&gt;
**ContinentBonus_FutureCombat;&lt;br /&gt;
**ContinentBonus_HelpingHand;&lt;br /&gt;
**ContinentBonus_HiddenReserves;&lt;br /&gt;
**ContinentBonus_LockAndLoad;&lt;br /&gt;
**ContinentBonus_PursuitOfKnowledge;&lt;br /&gt;
**ContinentBonus_QuidProQuo;&lt;br /&gt;
**ContinentBonus_SpareParts;&lt;br /&gt;
**ContinentBonus_SpyRing;&lt;br /&gt;
**ContinentBonus_SuitUp;&lt;br /&gt;
**ContinentBonus_ToServeMankind;&lt;br /&gt;
**ContinentBonus_UnderTheTable;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hack Reward&#039;&#039;&#039;&lt;br /&gt;
**Blitz_T2;&lt;br /&gt;
**DisguisedSignals_T2;&lt;br /&gt;
**IntegratedComms_T2;&lt;br /&gt;
**Targeting_AimAndCrit_T2;&lt;br /&gt;
**Targeting_Dodge_T2;&lt;br /&gt;
**Targeting_Crit_T2;&lt;br /&gt;
**VideoFeed_T2;&lt;br /&gt;
**Insight_T2;&lt;br /&gt;
**SatelliteData_T2;&lt;br /&gt;
**WatchList_T2;&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Continent_Bonus_(LWOTC)&amp;diff=107071</id>
		<title>Continent Bonus (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Continent_Bonus_(LWOTC)&amp;diff=107071"/>
		<updated>2022-04-13T16:55:08Z</updated>

		<summary type="html">&lt;p&gt;Executor116: Updated text to match in-game tooltips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_of_the_Chosen|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
A Continent Bonus is granted when you have researched resistance radios, contacted all regions in a certain continent and you have built or you control a requisite amount of Radio Towers in that continent: 1 for 2-region continents and 2 for 3 and 4-region continents.&lt;br /&gt;
&lt;br /&gt;
==List of Bonuses==&lt;br /&gt;
*&#039;&#039;&#039;Ballistics Modelling&#039;&#039;&#039;&lt;br /&gt;
** The speed of all weapons research is increased by 15%.&lt;br /&gt;
*&#039;&#039;&#039;Hidden Reserve II&#039;&#039;&#039;&lt;br /&gt;
** Gain an additional +5 power on the Avenger.&lt;br /&gt;
*&#039;&#039;&#039;Inside Job II&#039;&#039;&#039;&lt;br /&gt;
** All Intel rewards increased by 15%.&lt;br /&gt;
*&#039;&#039;&#039;Inside Knowledge&#039;&#039;&#039;&lt;br /&gt;
** The effect of all weapon modifications is increased.&lt;br /&gt;
*&#039;&#039;&#039;Mental Fortitude&#039;&#039;&#039;&lt;br /&gt;
** All battle madness (panic, obsession, berserk, shattered) only lasts one turn.&lt;br /&gt;
*&#039;&#039;&#039;Noble Cause&#039;&#039;&#039;&lt;br /&gt;
** Will recovery in all soldiers is 30% faster.&lt;br /&gt;
*&#039;&#039;&#039;Popular Support II&#039;&#039;&#039;&lt;br /&gt;
** Supplies collected from each Supply Drop are increased by 20%.&lt;br /&gt;
*&#039;&#039;&#039;Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
** Laboratory facilities provide an additional 10% boost to research times.&lt;br /&gt;
*&#039;&#039;&#039;Quid Pro Quo&#039;&#039;&#039;&lt;br /&gt;
** All Black Market costs reduced by 20%.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Collection&#039;&#039;&#039;&lt;br /&gt;
** Resistance supply drops are collected instantly.&lt;br /&gt;
*&#039;&#039;&#039;Recruiting Centers&#039;&#039;&#039;&lt;br /&gt;
** New recruits cost only 10 Supplies.&lt;br /&gt;
*&#039;&#039;&#039;Resistance Network&#039;&#039;&#039;&lt;br /&gt;
** Contact with new regions is made instantly.&lt;br /&gt;
*&#039;&#039;&#039;Under the Table II&#039;&#039;&#039;&lt;br /&gt;
** The Black Market pays a 20% Supply premium for goods.&lt;/div&gt;</summary>
		<author><name>Executor116</name></author>
	</entry>
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