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	<updated>2026-05-01T08:35:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(LWR)&amp;diff=102471</id>
		<title>MEC Trooper (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(LWR)&amp;diff=102471"/>
		<updated>2021-07-12T20:54:00Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Augmentation */&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;
[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px; height:313px;float:right;&amp;quot;&amp;gt;[[File:LWRMEC2.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;[[MEC Trooper (Long War)|(M)echanized (E)xoskeletal (C)ybersuit]]&#039;&#039;&#039; troopers remain fundamentally the same as in Long War. Although Long War introduced new MEC classes as well as soldier classes, Long War Rebalanced has cut down the former 8 MEC classes into 4, more generalized classes. This also increases flexibility in choosing which soldiers to augment, as each MEC class can be created from 2 different soldier classes.&lt;br /&gt;
&lt;br /&gt;
As with vanilla, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate damage resistance, making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from Fatigue and need to rest after each mission, more so than normal troopers. The suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (LWR)|psionic]] powers like &#039;&#039;&#039;[[Abilities List (LWR)#Mind Fray|Mind Fray]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For semantics, MECs are considered &#039;&#039;soldiers&#039;&#039;, as opposed to SHIVs which are not. Thus, abilities that cause an affect on &#039;&#039;soldiers&#039;&#039; will still affect MECs. However, MECs are not considered biosoldiers. MECs, SHIVs, and biosoldiers all fall under the broad category &#039;&#039;XCOM units&#039;&#039; or just &#039;&#039;units&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Augmentation == &lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above, that are not Officers, are eligible for MEC training. &lt;br /&gt;
&lt;br /&gt;
Augmenting a soldier costs 70 meld and 30 credits and takes 10 + 20% of the soldier&#039;s fatigue or wound time in days.&lt;br /&gt;
&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&lt;br /&gt;
Augmented soldiers lose all XP and revert to SPEC rank upon being augmented. &lt;br /&gt;
Their attributes reset to: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 10 HP, 8.6 mobility, 65 aim, 30 will&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For each &#039;&#039;&#039;base HP above 8&#039;&#039;&#039; (most starting country bonus attributes not considered) the MEC will gain x positive attribute points. The MEC will then gain 0-0.6x mobility, 0-2x health, 0-4x aim, and 0-8x will. Any bonus stats gained are then reduced by 1 (0.6 for mobility).&lt;br /&gt;
&lt;br /&gt;
For each &#039;&#039;&#039;rank above LCPL&#039;&#039;&#039; before augmentation, the MEC will receive a &#039;&#039;50% chance&#039;&#039; to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will.&lt;br /&gt;
&lt;br /&gt;
=== Success Rate ===&lt;br /&gt;
&lt;br /&gt;
For each &#039;&#039;&#039;base HP above 3&#039;&#039;&#039; (most starting country bonus attributes not considered) the soldier will gain a 20% chance of augmentation success.&lt;br /&gt;
&lt;br /&gt;
For every &#039;&#039;&#039;10 days of fatigue or injury&#039;&#039;&#039; the soldier will lose a 1% chance of augmentation success.&lt;br /&gt;
&lt;br /&gt;
Failure to convert a soldier into the MEC will occur immediately (if they fail), will consume the augmentation cost, and the soldier will be wounded equivalent to the time they would have spent being augmented.&lt;br /&gt;
&lt;br /&gt;
==MEC Armamentarium ==&lt;br /&gt;
===[[Armor (LWR)#MEC exoskeletons|Armor]]===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:225px;float:right;&amp;quot;&amp;gt;[[File:XCOM EW MECTrooper.png|right|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC Suits provides multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility. The naming scheme for MEC Suits has been changed to make the different classes and tiers easier to distinguish. The MEC-1 Paladin can be upgraded to either the &#039;&#039;heavy&#039;&#039; HMEC-2 Defender for a focus on more Survivability, or the &#039;&#039;light&#039;&#039; LMEC-2 Valiant, for a focus on more Mobility. Both of these armors have two different options for the final tier, as well.&lt;br /&gt;
&lt;br /&gt;
MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a high degree of tactical flexibility.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Tier !! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Variants !! colspan=&amp;quot;6&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Armor HP || Defense || DR || Mobility || Secondary Weapon Slots || Equipment Slots&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; |&#039;&#039;&#039;MEC-1&#039;&#039;&#039;&lt;br /&gt;
|  || Paladin || 10 || 30 || 1 || 0 || 1 || 2&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;| &#039;&#039;&#039;MEC-2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | &#039;&#039;&#039;Light&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | Valiant&lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 6 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 35 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 1 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 2.0 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy&#039;&#039;&#039; || Defender || 14 || 10 || 3 || 0 || 2 || 2&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;&#039;MEC-3&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | &#039;&#039;&#039;Ultra Light&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | Vanguard &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 6 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 40 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 1 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 4.6 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 2 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light&#039;&#039;&#039; || Vindicator || 10 || 35 || 1 || 2.6 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | &#039;&#039;&#039;Heavy&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | Dauntless &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 18 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 10 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 4 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 1.3 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 3 &lt;br /&gt;
| style=&amp;quot;background-color: #eee;&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ultra Heavy&#039;&#039;&#039; || Devastator || 26 || 0 || 5 || 0 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
 &#039;&#039;&#039;Light&#039;&#039;&#039; variants and the &#039;&#039;&#039;MEC-1&#039;&#039;&#039; have the perk &#039;&#039;&#039;Body Shield&#039;&#039;&#039;.&lt;br /&gt;
 &#039;&#039;&#039;Heavy&#039;&#039;&#039; variants have the perk &#039;&#039;&#039;Damage Control&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
[[Weapons (LWR)#MEC Weapons|Primary Weapons]] include the same basic Minigun/etc. as the base game.&lt;br /&gt;
&lt;br /&gt;
[[Weapons (LWR)#MEC Secondary Weapons|Secondary Weapons]] include Grenade Launchers, MINE Launchers, Kinetic Strike Modules, Electropulses, and Restorative Mists.&lt;br /&gt;
&lt;br /&gt;
===[[Equipment (LWR)#MEC equipment|Equipment]]===&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
&lt;br /&gt;
MECs are Offensive Support troopers, delivering high firepower to the battlefield, as well as supporting perks such as One For All.&lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reduction, MECs can take quite the beating, however they are not invincible. During the late game, they are quickly killed by precise and hard hitting plasma fire from the Muton Elites, Mechtoids or the ever annoying Sectopods. Their maximum health can be boosted by items and Foundry projects, increasing their durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
Some MEC class variants, such as the Shogun, allow for more tactical diversity, while others can give a different spin on a well-established class such as the Marauder compared to the Assault. Overall the MECs are designed to perform differently than the soldier classes they replace.&lt;br /&gt;
&lt;br /&gt;
===Jaeger===&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 60px; text-align: center; padding-left: 5px;&amp;quot; | [[File: Class Jaeger (Long War).png|left|54px]] &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align: center; padding-top:0px;&amp;quot; | The &#039;&#039;&#039;[[Jaeger (LWR)|Jaeger]]&#039;&#039;&#039; is created from the [[Sniper (LWR)|Sniper]] and [[Scout (LWR)|Scout]] classes. Jaegers excel at delivering highly accurate fire at extended range, potentially emptying their entire magazine with &#039;&#039;&#039;[[Abilities List (LWR)#In the Zone|In The Zone]]&#039;&#039;&#039;, destroying many weakened opponents.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;width:130px; padding: 10px 0 0 10px;&amp;quot; | {{In The Zone (LWR)|align=center}}&lt;br /&gt;
| style=&amp;quot;width:130px; padding: 0 0 0 10px; position:relative; top: -15px;&amp;quot; | {{Sharpshooter (LWR)|align=center}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 60px; text-align: center; padding-left: 5px;&amp;quot; | [[File: Class Marauder (Long War).png|left|54px]]&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align: center; padding-top: 0px;&amp;quot; | The &#039;&#039;&#039;[[Marauder (LWR)|Marauder]]&#039;&#039;&#039; is created from the [[Assault (LWR)|Assault]] and [[Infantry (LWR)|Infantry]] classes. Marauders have a more offensive-mobility focus than other MECs, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;&#039;[[Abilities List (LWR)#Close Combat Specialist|Close Combat Specialist]]&#039;&#039;&#039;. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;width: 130px; padding: 10px 0 0 10px;&amp;quot; | {{ Onslaught (LWR)|align=center}}&lt;br /&gt;
| style=&amp;quot;width: 130px; padding: 0 0 0 10px;&amp;quot; | {{Shock-Absorbent Armor (LWR)|align=center}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Goliath===&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 60px; text-align: center; padding-left: 5px;&amp;quot; | [[File: Class Goliath (Long War).png|left|54px]] &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align: center; padding-top: 0px;&amp;quot; | The &#039;&#039;&#039;[[Goliath (LWR)|Goliath]]&#039;&#039;&#039; is created from the [[Gunner (LWR)|Gunner]] and [[Rocketeer (LWR)|Rocketeer]] classes. Goliaths have the most Defense-related perks, and thus excel in the tanking role. Goliaths can also utilize various offensive perks such as [[Abilities List (LWR)#Light &#039;Em Up|Light &#039;Em Up]] and [[Abilities List (LWR)#Grenadier|Grenadier]].&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;width: 130px; padding: 10px 0 0 10px;&amp;quot; | {{ Absorption Fields (LWR)|align=center}}&lt;br /&gt;
| style=&amp;quot;width: 130px; padding: 10px 0 0 10px;&amp;quot; | {{ Reactive Targeting Sensors (LWR)|align=center}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shogun===&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 60px; text-align: center; padding-left: 5px;&amp;quot; | [[File: Class Shogun (Long War).png|left|54px]] &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align: center; padding-top: 0px;&amp;quot; | The &#039;&#039;&#039;[[Shogun (LWR)|Shogun]]&#039;&#039;&#039; is created from the [[Engineer (LWR)|Engineer]] and [[Medic (LWR)|Medic]] classes. Shoguns are particularly flexbile due to their innate &#039;&#039;Hit and Run&#039;&#039; and range of support perks, granting them the ability to assault, support, and tank by using [[Abilities List (LWR)#One For All|One For All]] after taking other actions.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;width: 130px; padding: 10px 0 0 10px;&amp;quot; | {{Bullseye (LWR)|align=center}}&lt;br /&gt;
| style=&amp;quot;width: 130px; padding: 10px 0 0 10px;&amp;quot; | {{Packmaster (LWR)|align=center}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Retraining==&lt;br /&gt;
&lt;br /&gt;
Just like soldiers, you can reset the perks of any MEC at a rank of LCPL or higher for the cost of 10 + 3 days of fatigue per rank.&lt;br /&gt;
&lt;br /&gt;
Only healthy MECs are candidates to be retrained.&lt;br /&gt;
&lt;br /&gt;
You can access this by clicking on the MEC in the barracks and then accessing their perks. Once there, a button on the bottom right of the screen called &#039;&#039;&#039;RETRAIN SOLDIER&#039;&#039;&#039; should appear.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weapons (LWR)|Weapons]]&lt;br /&gt;
*[[Armor (LWR)|Armor]]&lt;br /&gt;
*[[Equipment (LWR)|Equipment]]&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;br /&gt;
[[Category: MECs (LWR)]]&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=102465</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=102465"/>
		<updated>2021-07-09T01:10:43Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Officer Training School */&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;
This facility houses your soldiers.&lt;br /&gt;
&lt;br /&gt;
== Soldier List == &lt;br /&gt;
&lt;br /&gt;
Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them. However, unless the Barracks&#039; capacity is full, there is never reason to fire your soldiers, as they draw no salary.&lt;br /&gt;
&lt;br /&gt;
==Officer Training School ==&lt;br /&gt;
Upgrades are unlocked based on the total number of successful missions during the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px 12px;&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Required Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Successful Missions&amp;lt;/b&amp;gt;&amp;lt;BR&amp;gt;(Modified by Campaign Length) || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes the XTP: Soldiers autopromote to SPEC and gain 5xp each day&lt;br /&gt;
| - || 20 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP II: Soldiers autopromote to LCPL and gain 10xp each day&lt;br /&gt;
| XTP I || 70 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP III || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP III: Soldiers autopromote to CPL and gain 20xp each day&lt;br /&gt;
| XTP II || 110 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 10 || 150&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant and Captain, and allows the promotion of 1 Captain to Major.&lt;br /&gt;
| Captains || 50 || 450&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain and Major, and allows the promotion of 1 Major to Colonel.&lt;br /&gt;
| Majors || 90 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 130 || 750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Note&#039;&#039;&#039;: XCOM Training Programmes (XTPs) grant their xp and promotions at midnight each day and &#039;&#039;only apply to active or fatigued soldiers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Psi Labs ==&lt;br /&gt;
&lt;br /&gt;
Test up to 2 soldiers to discover their psionic ability. For more information click here: [[Psionic_(LWR)#Training|Psionic Training]]&lt;br /&gt;
&lt;br /&gt;
== The Memorial ==&lt;br /&gt;
&lt;br /&gt;
Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
&lt;br /&gt;
== Recruit Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Each new soldier costs §90 on all difficulties and take 18 days to arrive.&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
&lt;br /&gt;
Here you can choose which of your [[Soldiers (LWR)|Soldiers]] should become an [[Officers (LWR)|Officer]] and to what rank they should be promoted. You can only assign titles that have already been purchased at the [[Officer Training School (LWR)|Officer Training School]].&lt;br /&gt;
&lt;br /&gt;
Each [[Officers (LWR)|Officer]] must have completed at least 5 missions since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (LWR)|Psionic Soldiers]], [[MEC Trooper (LWR)|MEC Troopers]] and [[S.H.I.V. (LWR)|S.H.I.V.s]] cannot be promoted to officers and officers cannot discover or develop psionic abilities or be augmented into MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier Ranks Required for Promotion&lt;br /&gt;
|-&lt;br /&gt;
! Solder Rank !! Officer Rank Available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Facilities (LWR)]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=102171</id>
		<title>Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=102171"/>
		<updated>2021-06-28T01:21:41Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Temple Ship Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
= In General =&lt;br /&gt;
&lt;br /&gt;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
Any soldier lost will have a 10% chance to lose each piece of equipment (from 40% in LW 1.0).&lt;br /&gt;
&lt;br /&gt;
= Squad Sizes =&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;We are Legion (#25)&#039;&#039;&#039; Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Mission Type&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Squad Size&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | UFO Sites, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Abduction, Council, Terror, and Covert Op Data Recovery Missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Extractions&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Temple Assault&lt;br /&gt;
|| 9-11*&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;1 additional soldier can be brought for every 5 council nations still supporting XCOM.&#039;&#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rewards =&lt;br /&gt;
&lt;br /&gt;
All missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. Most missions will have meld canisters that yield meld if collected. UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Council missions will have set rewards that can include scientists, engineers, credits, panic reduction, and reward soldiers. &lt;br /&gt;
&lt;br /&gt;
Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 50-100 credit bonus (double on council missions).&lt;br /&gt;
&lt;br /&gt;
All of these rewards will increase in value by 10% per month of the campaign and are modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
=Abductions=&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px;float:right;&amp;quot;&amp;gt;[[File:LWRabduction.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; credits/scientists/engineers/soldiers (see below), -1 panic in country, and -1 panic in continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +3 [[Alien_Level_(LWR)|alien research]], +3 country panic, and +3 continent panic (modified by current country panic) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2-5 abductions at a single time so abductions can be quite taxing on XCOM&#039;s roster and they may need to bring in fatigued soldiers to complete all missions. If more than 3 abductions are occurring, XCOM will only be able to respond to 3 at a time. Within the first 3 months of the campaign the maximum number of abductions is capped at 3.  Within the first 6 months it is capped at 4.&lt;br /&gt;
&lt;br /&gt;
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.&lt;br /&gt;
&lt;br /&gt;
The density of the abduction is determined on the Light(0) -&amp;gt; Moderate(1) -&amp;gt; Heavy(2) -&amp;gt; Swarming(3) scale as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Density = 3 - &#039;&#039;Rand&#039;&#039;(5) + Country Panic(out of 100)/33&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If density is Light(0) or Swarming(3), 75% of the time push the density back to Moderate(1) or Heavy(2), respectively.&lt;br /&gt;
 Highest density is capped at Moderate(1) for the first month and Heavy(2) for the 2nd month&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at the abduction site depends on the density of the abduction and other factors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:640px;float:right;&amp;quot;&amp;gt;[[File:LWRAbductionOption.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Light || 8-10&lt;br /&gt;
|- &lt;br /&gt;
|| Moderate || 10-12&lt;br /&gt;
|- &lt;br /&gt;
|| Heavy || 12-14&lt;br /&gt;
|- &lt;br /&gt;
|| Swarming || 14-16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Under the &#039;&#039;&#039;alien activity&#039;&#039;&#039; display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high, increased alien leader levels due to alien aggression being high, or increased aliens due to Incursion Strength being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means two of the previous items, three means all three.&lt;br /&gt;
&lt;br /&gt;
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Panic in Abduction Country&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Country and Continent Panic Amount&lt;br /&gt;
|- &lt;br /&gt;
|| 0-20&lt;br /&gt;
|| +9&lt;br /&gt;
|- &lt;br /&gt;
|| 21-40&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
|| 41-100&lt;br /&gt;
|| +3&lt;br /&gt;
|- &lt;br /&gt;
|| Campaign Length&lt;br /&gt;
|| x4 / x2 / x1 / x0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Reward&lt;br /&gt;
! Amount&lt;br /&gt;
|- &lt;br /&gt;
|| Credits&lt;br /&gt;
|| (40 + &#039;&#039;Rand&#039;&#039;(20)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (4/2/1/0.5)&lt;br /&gt;
|- &lt;br /&gt;
|| Scientists&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 10% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Engineers&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 20% chance for 1-3 plus a 2nd 20% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 20% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (4/2/1/0.5)&amp;lt;br&amp;gt;Final Result increased by 10% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Soldier&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Soldier Rank = Month/3 + &#039;&#039;Rand&#039;&#039;[2 * Abduction Density (1/2/3/4)]&amp;lt;br&amp;gt;Clamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Terror Sites=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 20 credits per civilian saved (modified by Campaign Length) (+10% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Loss of Country and 10 panic across the continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 8 hours&lt;br /&gt;
&lt;br /&gt;
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each inactivated pod will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.&lt;br /&gt;
&lt;br /&gt;
Terror missions will automatically generate 15 panic in the target country, and 4 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 1 in the target country and 0.3 across the continent. Additionally, each civilian saved in a country that has NOT left the Council of Nations will award 20 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.33). The credit reward increases by 10% each month.&lt;br /&gt;
&lt;br /&gt;
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 10 continental panic (modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
Terror Sites are generated by a UFO, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.&lt;br /&gt;
&lt;br /&gt;
The number of Terror Site missions decrease in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
All pods on terror missions will have a guaranteed leader and the leader levels are increased by 2 during terror missions.&lt;br /&gt;
&lt;br /&gt;
The first Terror Site will contain:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 2 Chryssalids, 3 Chryssalids, 4 Zombies, and one or more pods of: 5 Floaters, 5 Thinmen, 5 Sectoids or 5 Mutons&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at subsequent Terror Sites is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Base Amount&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | 2 Chryssalids, 3 Chryssalids or 4 Zombies&lt;br /&gt;
|- &lt;br /&gt;
|| Extra Aliens&lt;br /&gt;
|| +7&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (40/60/80)%&lt;br /&gt;
|| +1 / +2 / +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
UFO sites are unique missions in that they will always have a command pod consisting of one or more outsiders. These outsiders have the &#039;&#039;&#039;growth&#039;&#039;&#039; perk meaning waiting to engage them can result in them becoming very strong. As well, any activated outsiders will call all other enemies on the map to their location, making dealing with multiple pods quite common. The choice of whether to engage the outsiders early when they are weak or to clear out the rest of the map first is up to the commander.&lt;br /&gt;
&lt;br /&gt;
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul.&lt;br /&gt;
&lt;br /&gt;
== UFO Class ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ufoinfo.png|right]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFO Class&#039;&#039;&#039; (see image on right) will list the type of UFO (unknown will show a ?), current level of the aliens, boosted level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. &lt;br /&gt;
&lt;br /&gt;
The boosted level of the aliens (number in brackets beside the current alien level) will only increase the attribute boosts from level upgrades that aliens receive. This means you will still fight the same enemies, but they may have increased attributes. The boosted level does not affect what types of enemies will be present or the leader levels (though a larger UFO class will lead to higher level aliens).&lt;br /&gt;
&lt;br /&gt;
Leader levels of aliens on UFOs are independently increased based on UFO class as described here: [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|Leader Levels]].&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UFO Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO is now even more likely to have destroyed artifacts.&lt;br /&gt;
&lt;br /&gt;
Enemies on crashed UFOs will sometimes die on the crash or receive a wound. The amount of aliens killed or wounded on a crash is random, with an average of 25% dying and 33% becoming wounded. However, it&#039;s possible none are dead or wounded or almost all are dead or wounded. Wounds will randomly leave enemies with anywhere between 1 to full HP. An exception to this is Outsiders, Sectopods, and Ethereals cannot be wounded or killed during a crash.&lt;br /&gt;
&lt;br /&gt;
==UFO Landing Site==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:330px;float:right;&amp;quot;&amp;gt;[[File:Outsider600.jpg|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (pristine), -1 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 2 panic in country, UFO mission completion&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 16 hours&lt;br /&gt;
&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.&lt;br /&gt;
&lt;br /&gt;
The command pod may not be on the bridge. This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
Landed UFOs are both more difficult and more rewarding than crashed UFOs. This is because there are no enemies killed or wounded and none of the alien artifacts on the UFO will start damaged. Undamaged UFO power source cylinders are one of the best sources of elerium.&lt;br /&gt;
&lt;br /&gt;
=Council Missions=&lt;br /&gt;
&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Drop-in aliens will increase based on difficulty and for each month that has passed.&lt;br /&gt;
&lt;br /&gt;
==Site Recon==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Trigger the air strike and reach the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, bonus +100 mission xp&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot recover any corpses from the mission.&lt;br /&gt;
&lt;br /&gt;
==Target Extraction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, Van Doorn, Friendly, Watson, Green&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
==Target Escort==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Credits, possibly Carlock, possibly reduced panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
==Asset Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Kill all aliens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
==Bomb Disposal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Defuse the bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, -10 country panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; ?&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
=DLC Missions=&lt;br /&gt;
&lt;br /&gt;
The DLC missions include the Slingshot and Progeny missions. Each DLC consists of a set of 3 missions which require success on each previous mission in order for the next to spawn.&lt;br /&gt;
&lt;br /&gt;
The date for the DLC missions to occur in LWR is somewhat randomized and not predictable.&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zhang_Face2.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Friends in Low Places&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.&lt;br /&gt;
&lt;br /&gt;
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]]. The opposition consists mostly of Thin Men, but may also contain Sectoids, Chryssalids, and Seekers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Zhang reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Confounding_Light.png|180px]]&lt;br /&gt;
!Confounding Light&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.&lt;br /&gt;
&lt;br /&gt;
This mission plays similar to a bomb disposal, in that your units must &amp;quot;activate&amp;quot; transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is &#039;&#039;not&#039;&#039; extended as you proceed). Opposition can vary, but mostly consists of Thin Men and Mutons. Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the engine cabin controls with all transponders activated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gangplank.png|180px]]&lt;br /&gt;
!Gangplank&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.&lt;br /&gt;
&lt;br /&gt;
This mission rewards XCOM with 2 Fusion Cores required for certain advanced technology. Opposition mostly consists of mostly Mutons, Cyberdiscs, and Thinmen, some of which will drop from behind XCOM as they progress through the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:PortentOverhead.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Portent&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Anton Smits join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Anton Smits reaches the EVAC zone and all aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:XCOM EW ProgenyCharacter.png|180px]]&lt;br /&gt;
!Deluge&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Annette Durand join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the convoy where Annette Durand awaits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Furiestanks.png|180px]]&lt;br /&gt;
!Furies&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has the Furies join XCOM (depending upon who was saved).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Exalt Missions=&lt;br /&gt;
&lt;br /&gt;
Exalt missions will be unique in that they will consist almost entirely of Exalt soldiers. These soldiers are more similar to XCOM in their strength and weaknesses. As well, they will often require a covert operative to be planted on the mission before the missions begins. &lt;br /&gt;
&lt;br /&gt;
Covert Operatives are restricted to: &lt;br /&gt;
 Scouts, Infantry, Medics, and Engineers&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Data Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Transmitter is not destroyed and all Exalt are eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 200 credits, 40 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a squad of six and defend an encoder and transmitter. Exalt Comm arrays are available for your covert operative to hack which will disable all exalt on the map, for at least 1 turn. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.&lt;br /&gt;
&lt;br /&gt;
Due to the constant reinforcements and Exalts desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units). This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing unsurmountable numbers of Exalt, forcing you to retreat or die.&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Extraction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:420px;float:right;&amp;quot;&amp;gt;[[File:Security Breach Trailer 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Covert Op reaches the EVAC zone with all towers hacked&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits, 30 meld&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
In this mission type you are limited to only 3 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
You must acquire 2 sets of data from the relays, which will always requiring the hacking of 3 arrays (the 2nd array will always contain no data).&lt;br /&gt;
&lt;br /&gt;
It is advisable to bring units that can help the Covert Operative hack the relays, such as officers or soldiers who have the smoke and mirrors perk and equipped concussion grenades.&lt;br /&gt;
&lt;br /&gt;
Exalt reinforcements to secure the Covert Operative will begin on later on lower difficulties and last until 30.&lt;br /&gt;
&lt;br /&gt;
There are 5 sets of reinforcements.  Each set, when active will have a chance to spawn more Exalt reinforcements every turn. Sets of reinforcements will activate throughout the missions. However, if the covert operative activates an array, it will automatically start a set of reinforcements at that relay 2 turns later (so as early as turn 3).&lt;br /&gt;
&lt;br /&gt;
Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.&lt;br /&gt;
&lt;br /&gt;
==Exalt Base Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Exalt Base Raid (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All enemies eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1250 credits, Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -5 Worldwide Panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; x country panic, y continent panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The Exalt base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette&#039;s photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT&#039;s own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The roof is accessible. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.&lt;br /&gt;
&lt;br /&gt;
There are no airdropped EXALT squads.&lt;br /&gt;
&lt;br /&gt;
Expect several squads of EXALT Elite units inside.&lt;br /&gt;
&lt;br /&gt;
Falsely accusing a country of harboring the exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to &amp;quot;guess&amp;quot; where the exalt base is until you know for sure.&lt;br /&gt;
&lt;br /&gt;
= XCOM Defense Missions =&lt;br /&gt;
&lt;br /&gt;
Under certain situations, the aliens will launch attacks against XCOM. &lt;br /&gt;
&lt;br /&gt;
==XCOM Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px; float:right;&amp;quot;&amp;gt;[[File:Base Defense 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; -500 credits, all alien captives released, 20% of scientists and engineers slaughtered&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
This mission is always called: Operation Ashes and Temples.&lt;br /&gt;
&lt;br /&gt;
When the aliens have high resources AND high aggression they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have &#039;&#039;backup&#039;&#039; from other craft - which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get a complement of Blueshirts (new Rookie soldiers). The reinforcements you get do not vary with Blueshirt casualties, only XCOM casualties.&lt;br /&gt;
&lt;br /&gt;
The aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. &lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is damaging. The aliens will ransack your base, killing engineers and scientists and destroying credits before regular military arrive and bail you out. This mission can only happen once during a campaign, can only occur after September, and will always occur in the first year.&lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense.&lt;br /&gt;
&lt;br /&gt;
==XCOM Air Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Base Defense 3 (EU2012).png|400px|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; severe damage and/or destruction of multiple interceptors&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH easier than the standard Base Defense.&lt;br /&gt;
&lt;br /&gt;
=Storyline Missions=&lt;br /&gt;
&lt;br /&gt;
These missions are required to progress and pass the game. They are significantly easier than their counterparts in LW 1.0 in order to make them less of a roadblock. The exception is the Temple Ship Assault which is significantly harder than LW 1.0 and may be the most difficult mission of a campaign.&lt;br /&gt;
&lt;br /&gt;
==Alien Base Assault==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1 Hyperwave Beacon, -10 Alien Research, Alien Aggression to 100%, Incursion Strength to 110%, Recover Country at 55 Panic, -5 Continent Panic, 1 Fusion Core, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 2 Alien Entertainments&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. For the first alien base assault, the most difficult enemy to face will be a sectoid commander (or if it&#039;s really late in the game an ethereal).&lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon.&lt;br /&gt;
&lt;br /&gt;
All pods will contain a leader alien and certain alien types will have bonus leader levels. As well, each time you successfully raid an alien base the next alien base will be more fortified with extra aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Previously Successful ABAs&lt;br /&gt;
! Additional Aliens&amp;lt;br&amp;gt;(Not Cumulative)&lt;br /&gt;
|- &lt;br /&gt;
|| 0 (First Attempt)&lt;br /&gt;
|| None&lt;br /&gt;
|- &lt;br /&gt;
|| 1&lt;br /&gt;
|| Chryssalid pod + Sectoid Commander pod&lt;br /&gt;
|- &lt;br /&gt;
|| 2&lt;br /&gt;
|| Muton Elite pod + Heavy Floater pod&lt;br /&gt;
|- &lt;br /&gt;
|| 3+&lt;br /&gt;
|| Sectopod pod + Ethereal pod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Alien Type&lt;br /&gt;
! Extra Leader Levels&lt;br /&gt;
|- &lt;br /&gt;
|| Chryssalids and Sectoid Commanders&lt;br /&gt;
|| +2&lt;br /&gt;
|- &lt;br /&gt;
|| Muton Elites and Heavy Floaters&lt;br /&gt;
|| +5&lt;br /&gt;
|- &lt;br /&gt;
|| Sectopods and Ethereals&lt;br /&gt;
|| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overseer Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Ethereal Device, UFO equipment and resources&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
The Overseer contains a significant crew that, while hurt from the crash, will still pack quite a punch. &lt;br /&gt;
&lt;br /&gt;
The enemies you fight will be:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 1 Ethereal pod&lt;br /&gt;
 1 Sectopod pod&lt;br /&gt;
 1 Heavy Floater pod&lt;br /&gt;
 1 Muton Elite pod&lt;br /&gt;
 1 Outsider pod&lt;br /&gt;
 1 Cyberdisc pod&lt;br /&gt;
 1 Sectoid Commander pod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.&lt;br /&gt;
&lt;br /&gt;
==Temple Ship Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:620px;float:right;&amp;quot;&amp;gt;[[File:TempleShip.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Win the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Lose the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; ~2 hours&lt;br /&gt;
&lt;br /&gt;
Depending upon how many council nations are still supporting you, your soldiers will receive a significant morale/attribute boost for the final mission:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; colspan=&amp;quot;3&amp;quot; | # of Council Nations Supporting XCOM and Soldier Boosts&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || style=&amp;quot;width: 33%&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Squadsize set to 9&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 will&amp;lt;br&amp;gt;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;6&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-0.6 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Squadsize increased to 10&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| Squadsize increased to 10&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-16 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| Squadsize increased to 10&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 10&amp;lt;br&amp;gt;All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| Squadsize increased to 10&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-1.2 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
|  || &#039;&#039;&#039;10-16&#039;&#039;&#039; ||&lt;br /&gt;
|-&lt;br /&gt;
|| || &#039;&#039;&#039;&#039;&#039;Squadsize increased to 11&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-1.2 mobility&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The volunteer on this mission will gain access to every single psionic ability except psychokinetic strike, including &#039;&#039;&#039;Rift&#039;&#039;&#039;, making quite a formidable psionic soldier.&lt;br /&gt;
&lt;br /&gt;
The Temple Ship will contain some of the strongest alien leaders in the game. Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.&lt;br /&gt;
&lt;br /&gt;
At the end of the brutal road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will have 100% DR until all the Muton Elites and Ethereals around him have been killed.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Missions (LWR)]]&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=101396</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=101396"/>
		<updated>2021-06-08T22:13:55Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Combat Readiness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, all other non-SHIV members gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;2%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead XCOM&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reload if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 4-7 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; gene mod). &lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Max_Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Secondary Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die (note: this can trigger your squad mates to panic).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
 +10 aim, +5 def, and -10% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&lt;br /&gt;
Units that lose their steadied weapon because they can&#039;t see any enemies at the beginning or end of their turn will gain the Combat Readiness bonus.&lt;br /&gt;
&lt;br /&gt;
Combat Readiness has no perk associated with it, but you can tell which units have the buff if you check their details (F1) or check their base HP color (it turns a lighter shade).&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, strips all flat DR, -20 aim, -20% mobility, and -50% range for AoE attacks, indefinitely&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit. SHIVs cannot have corrosion removed from them until the mission is complete.&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all soldiers. It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the soldier as he/she defuses the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 Cancels overwatch and suppression, -50 defense, -50 will, -50 aim, -50% throw/ability range, -50% mobility, double scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple soldiers on XCOM&#039;s team have died, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 650px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;5%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead XCOM&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Has a 25% chance for all idle-ending actions to cost 0 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&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;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 2% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.2% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A MLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 1%/0.1%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 8.1, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors gain the grapple ability. Using the Grapple requires to unit to have 2 AP, costs 1 AP, and can propel the soldier up to 15 tiles. Each armor with the grapple ability grants unlimited uses during a battle.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.   As well, the hacking equipment will slow the operative down and they will suffer from -50% mobility at all times.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Holo Target ==&lt;br /&gt;
&lt;br /&gt;
Units that have been fired at by a weapon with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Prevents concealment/stealth and grants +20 aim and +1 penetration to all shots at this unit for the next 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 will and +0.6 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any unit in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1030px;&amp;quot;&amp;gt;&lt;br /&gt;
 +50% DR from cover, x2 defense from cover, -50% chance to be hit by psionic attacks, lose all vision, ends the unit&#039;s turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to NOT be &#039;&#039;&#039;idle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1390px;&amp;quot;&amp;gt;&lt;br /&gt;
 Being suppressed, suppressing, stunned, maimed, steadying, overwatching, concealed/stealthed, panicking, strangling, being strangled, being in One For All, hunkering&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 4/5s. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -100% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 4/5s will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit)) ;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overwatch==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts or moves &amp;gt;1 tile. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers some enemy reaction fire (anywhere from 1 reaction shot to all of the reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens and XCOM will have a red eye icon above their soldier/pawn if they are on overwatch. The icon will blinking red/blue if your cursor is in a location the soldier/pawn can see and the soldier/pawn is on overwatch.&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
The AP pips (action point indicators) on a character will be orange [danger of enemy reaction fire] if an enemy has that character under their overwatch or can perform another form of reaction fire against that character. &lt;br /&gt;
&lt;br /&gt;
[[File:OrangeAP.png]]&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision dies (30 will test)&lt;br /&gt;
*A high level squad mate (&amp;gt;2 ranks) in vision dies (60 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
==Pin Point Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses half of cover defense&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This means that reaction fire will bypass 15 defense of the 30 defense for any target in partial cover and 25 of the 50 defense for any target in full cover.&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts or moves and the firing soldier has a hit chance of 30 or higher. Suppression reaction fire will fire regardless of hit chance.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
*&#039;&#039;&#039;Opportunist&#039;&#039;&#039;: Reaction shots can crit and bypass damage resistance from cover&lt;br /&gt;
*&#039;&#039;&#039;Predictive Tracking&#039;&#039;&#039;: Reaction shots bypass all cover defense, instead of just half&lt;br /&gt;
&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Unit&#039;s that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to units causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 300px;&amp;quot;&amp;gt;&lt;br /&gt;
 Lowers aim and will by 1-35&lt;br /&gt;
 Lowers melee damage by 1-70%&lt;br /&gt;
 Lowers throw range by 1-35%&lt;br /&gt;
 Lowers flat DR by 1-50%&lt;br /&gt;
 Lowers mobility by 1-6&lt;br /&gt;
 Increases scatter by 1-100%&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to %HP lost.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate overwatch and/or a deflection shield. &lt;br /&gt;
&lt;br /&gt;
If an enemy is currently engaged, new enemies that are revealed may be caught &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and will not be able to &#039;&#039;&#039;Scamper&#039;&#039;&#039;. There is a 10% chance per each enemy engaged for new pods to be &#039;&#039;&#039;Off Guard&#039;&#039;&#039;. If a pod is &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and there were more than 5 enemies engaged, each enemy engaged over 5 adds an additional 10% chance for the enemy pod to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; where they will not &#039;&#039;&#039;Scamper&#039;&#039;&#039; and will start with no ammo.  &lt;br /&gt;
&lt;br /&gt;
For example, if you are engaged with 8 enemies and activate a new pod, the new pod will have an 80% chance to be &#039;&#039;&#039;Off Guard&#039;&#039;&#039; and then IF they are &#039;&#039;&#039;Off Guard&#039;&#039;&#039; they will have another 30% chance to be &#039;&#039;&#039;Unprepared&#039;&#039;&#039; (for a total chance of being unprepared of 24%).&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed his turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: it can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
A known bug is that upon reloading a save game in the middle of a tactical battle, the game forgets if any units have already scampered and upon revealing another pod they will be able to scamper again.&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies will &#039;&#039;&#039;Shaken&#039;&#039;&#039; the remaining soldiers, lowering their will by 10 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
To see the effects of being &#039;&#039;&#039;In Smoke&#039;&#039;&#039; click here:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 150px;&amp;quot;&amp;gt;&lt;br /&gt;
 [[Cover_(LWR)#Smoke|Cover and Smoke]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Shred&#039;&#039;&#039;: This unit takes x% more damage where x is the previous shred damage taken (x4 for shots/strangle, x8 for mayhem suppression, and 12x explosives), lasts for the remainder of the battle&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that shred damage calculates &#039;&#039;damage taken&#039;&#039;, not &#039;&#039;damage dealt&#039;&#039;, so damage resistance does reduce the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 +50 aim (+35 if at 1 AP), bypasses cover DR, -50% scatter&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steady is lost if unit acts, moves, is hit, or changes weapons. Steady is converted into Combat Readiness (+10 aim, +5 def, -10% rocket scatter) if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Gain +2 HP regeneration/turn, +1.2 mobility, +10 aim, +15 will, immunity to crits/fatigued/exhausted/overpower, +20% DR, lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cover_(LWR)&amp;diff=100964</id>
		<title>Cover (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cover_(LWR)&amp;diff=100964"/>
		<updated>2021-05-31T19:14:18Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==Basics of Cover==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover&#039;&#039;&#039; provides three primary benefits: an increase in defense, an increase in Damage Resistance (DR), and a decreased chance to be critically hit relative to units without cover. Furthermore, cover can obstruct &#039;&#039;&#039;Line of Sight&#039;&#039;&#039;, allowing you to sneak up on enemy pods undetected or avoid being targeted in combat.&lt;br /&gt;
&lt;br /&gt;
==Defensive Benefits==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:340px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;Partial Cover&#039;&#039;&#039;: +30 defense and 30% DR&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Full Cover&#039;&#039;&#039;: +50 defense and 50% DR&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These represent substantial increases from Long War 1.0.&lt;br /&gt;
&lt;br /&gt;
Hunkering down doubles the base defense provided by cover, gives an additional 50% DR and immunity to critical hits, and reduces psionic hit chances by 50%. The officer perk [[Abilities_List_(LWR)#Inspired Tenacity|Inspired Tenacity]] has a similar effect with respect to damage reduction, providing an additional 20% DR that stacks multiplicatively with the benefits provided by hunkering.&lt;br /&gt;
&lt;br /&gt;
A unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; (that is, lacks cover) or &#039;&#039;&#039;Flanked&#039;&#039;&#039; (see below) grants opponents +50% critical chance against it. Flying enemies do not provide attackers with this bonus. &#039;&#039;&#039;Hardened&#039;&#039;&#039; targets have a -60% critical chance modifier so even when exposed they are still difficult to land a critical hit on.&lt;br /&gt;
&lt;br /&gt;
== Smoke ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke (please note the targeting indicator for smoke grenades can be slightly inaccurate) through 2 enemy turns. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Smoke acts similar to cover with a few differences. The first obvious difference is that smoke is NOT cover so it does not trigger any abilities that rely on cover (e.g. Will to Survive). However, smoke reduces aim against units inside of the smoke by 30 and prevents critical hits against them. Smoke also does not provide any damage resistance and actually reduces the aim of units within the smoke by 10. The aim and defense modification also apply to psionic abilities.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit that cover does not have: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim (for psi as well), +30 defense (for psi as well), immune to crits, and does not trigger non-suppression reaction shots when in smoke or when moving out through 2+ tiles of smoke&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
*&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;: Smoke grenades are infused with stimulants and nanobots that heal 45% of any damage received while in the smoke (does not work on purely mechanical units)&lt;br /&gt;
*&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;: Smoke grenades grant an additional +30 defense (+60 defense total) and 20% DR&lt;br /&gt;
&lt;br /&gt;
==Line of Sight==&lt;br /&gt;
Most full cover (&#039;&#039;&#039;not all full cover&#039;&#039;&#039;) has the advantage of breaking Line of Sight for all units on the same plane of elevation. This can allow XCOM operatives to close in on pods that have yet to be activated without provoking them. This can also lead to frustrating scenarios where a random tree can block a sniper from getting a shot on a flying target.&lt;br /&gt;
&lt;br /&gt;
Elevation can effect line of sight: higher elevations can negate the sight-blocking properties of high cover, and lower elevations can make even low cover block line of sight. The latter is most commonly seen in forest maps; in general, two elevations of low cover is equivalent to high cover for line of sight blocking.&lt;br /&gt;
&lt;br /&gt;
Units standing in cover can &amp;quot;peak&amp;quot; around it or &amp;quot;step out&amp;quot; to perform shots or throw items. Generally speaking, any unit in cover who is ordered to attack a target or use an item will automatically &amp;quot;step out&amp;quot; and temporarily move to an adjacent square before firing, if doing so is necessary to gain line of sight on a target. A step out can only be performed if the destination square is unobstructed, with some exceptions, and the step out shot doesn&#039;t count as actual movement and so won&#039;t provoke suppression or overwatch. For the purposes of line of sight, then, a unit is treated as occupying any square it can get a step out shot on, but this additional square doesn&#039;t grant additional attack range.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to remember that while step out shots affect &#039;&#039;line&#039;&#039; of sight, they don&#039;t change a units sight distance &#039;&#039;until the unit actually performs the step out shot&#039;&#039;. If an unactivated pod of aliens is positioned one tile out of vision range, a unit sitting in cover can&#039;t see or target them normally, but &#039;&#039;will&#039;&#039; activate them if the unit performs a step out attack that brings the unit closer to the aliens.&lt;br /&gt;
&lt;br /&gt;
==Negating Cover==&lt;br /&gt;
Cover only provides it&#039;s protection in a specific direction. A unit can be Flanked by moving parallel to or past the cover, which completely removes all benefits provided by the cover for attacks made by the flanking unit as well as granting the attacker a +50% critical chance bonus. Note that cover continues to apply it&#039;s full defensive benefit until the unit is flanked, unless the Aiming Angles second wave option is enabled. Furthermore, a unit is granted the benefit of the best possible cover it can apply against a particular attacker, assuming said cover is not flanked relative to the attacker; a unit protected by bi-directional corner cover which is flanked relative to only one of the two directions still can apply the protection of the other direction against attackers and isn&#039;t counted as flanked, while a unit not flanked relative to either direction applies the benefit of the better of the two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Units that trigger reaction fire by taking an action in cover do not benefit from the Defense bonus of cover, but the DR bonus and crit negation effects still apply.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cover can be destroyed by bullets or explosions, and any unit left without cover is Exposed. Cover is generally a little tougher to destroy than it is in vanilla due to increased health and reworked mechanics; firearms of all types take much longer to destroy cover as they receive a significant penalty to the damage they deal relative to explosives, while the damage falloff explosives suffer based on distance from the origin of the explosion, which was introduced in Long War, mean that they&#039;ll no longer reliably blow up everything highlighted in red like they tended to do in vanilla. This can be counteracted by perks such as [[Abilities_List_(Long_War)#Sapper|Sapper]], which makes explosives deal triple damage to all cover and destructible terrain, and [[Abilities_List_(LWR)#Tandem_Warheads|Tandem Warheads]], which removes the damage falloff. Either one is typically sufficient to turn explosives into highly reliable cover destruction tools.&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will act like they are flanking each other (even though they are technically not flanking). Thus, units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will bypass cover defense, cover DR, and gain an crit bonus as if their target was exposed (just like if they were flanked).&lt;br /&gt;
&lt;br /&gt;
Finally, many kinds of attacks aren&#039;t affected by cover. Anything which doesn&#039;t roll a hit chance, like explosives or [[Abilities_List_(LWR)#Suppression|Suppression]], isn&#039;t affected by the bonus defense cover provides. And the bonus DR does nothing against attacks which don&#039;t roll damage, like [[Abilities_List_(Long_War)#Psi_Panic|Psi Panic]] or [[Equipment_(LWR)#Support_grenades|Concussion Grenades]]. If an enemy is well protected, consider alternate means of attacking them.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100858</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100858"/>
		<updated>2021-05-27T02:18:12Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* SHIV-Specific Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 12x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Drone Wreck, &amp;lt;br /&amp;gt; 4x 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 30%.&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;
| 21&lt;br /&gt;
| 12x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 28x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 4x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&lt;br /&gt;
| 4x 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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 4x 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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 4x 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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100857</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100857"/>
		<updated>2021-05-27T02:17:17Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Mechanical Unit Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 12x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 28x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 4x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&lt;br /&gt;
| 4x 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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 4x 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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 4x 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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100856</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100856"/>
		<updated>2021-05-27T02:16:55Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Mechanical Unit Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 28x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 4x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&lt;br /&gt;
| 4x 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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 4x 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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 4x 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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100855</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100855"/>
		<updated>2021-05-27T02:16:22Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Aerospace Improvements */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 4x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&lt;br /&gt;
| 4x 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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 4x 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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 4x 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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100854</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100854"/>
		<updated>2021-05-27T02:15:39Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Aerospace Improvements */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 4x 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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 4x 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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100853</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100853"/>
		<updated>2021-05-27T02:14:14Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Aerospace Improvements */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100852</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100852"/>
		<updated>2021-05-27T02:13:41Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Aerospace Improvements */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100851</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100851"/>
		<updated>2021-05-27T02:13:10Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Aerospace Improvements */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 28x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100850</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100850"/>
		<updated>2021-05-27T02:12:04Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Material Recovery */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 48x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100849</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100849"/>
		<updated>2021-05-27T02:09:36Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Pistol Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100848</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100848"/>
		<updated>2021-05-27T02:09:11Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Equipment Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 32x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100847</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100847"/>
		<updated>2021-05-27T02:08:24Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Weapon Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 36x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100846</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100846"/>
		<updated>2021-05-27T02:07:54Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Weapon Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 32x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100845</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100845"/>
		<updated>2021-05-27T02:07:18Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Mechanical Unit Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 4x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100844</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100844"/>
		<updated>2021-05-27T02:06:34Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Weapon Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 2x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100843</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100843"/>
		<updated>2021-05-27T02:04:51Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Weapon Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 2x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 120&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100842</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100842"/>
		<updated>2021-05-27T02:03:28Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Equipment Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 2x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 400&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100841</id>
		<title>Engineering (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineering_(LWR)&amp;diff=100841"/>
		<updated>2021-05-27T02:01:59Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* General Equipment Upgrades */&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 Speed ===&lt;br /&gt;
&lt;br /&gt;
Each engineer increases the speed of item production through a complex formula:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1150px&amp;quot;&amp;gt; &lt;br /&gt;
 Build Time = Base Time * 0.5 * [1 + (Optimal Engineers / Actual Engineers) ^ (0.06 * Optimal Engineers)] / (1 + 0.2 * 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 build 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;
=== 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. Excavations cannot be rushed, and take 8 days to complete.&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&lt;br /&gt;
| Weapons&lt;br /&gt;
| Grants SHIVs &#039;&#039;Repair Servos&#039;&#039; [When damaged, heal back half the damage (max 2 HP per turn) at the end of each turn], and &#039;&#039;Suppression&#039;&#039; [Fire a barrage that pins down a target]. Also unlocks the &#039;&#039;Targeting Motor&#039;&#039; which grants +10 aim and &#039;&#039;Mayhem&#039;&#039; [Upgrades suppression to deal damage depending upon weapon tier and grants +50% weapon damage to flush].&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 10x 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;Damage Control&#039;&#039; [+20% damage resistance for the remainder of the turn each time this unit is damaged (stacks multiplicatively)], and &#039;&#039;Close Combat Specialist&#039;&#039; [Fire a reaction shot against enemies within 4 tiles if they move].&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 65&lt;br /&gt;
| 240&lt;br /&gt;
| 10&lt;br /&gt;
| 80&lt;br /&gt;
| 21&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 30%.&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;
| 21&lt;br /&gt;
| 10x 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;Sprinter&#039;&#039; perk [Grants +1.2 mobility and increases the movement bonus when dashing to +40% (from +20%)]. 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;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12x Mechtoid Core&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 grenades and rockets by 1, increases flamethrower panic rolls by 30, and unlocks the &#039;&#039;Incinerator Module&#039;&#039; [Grants +5 damage and +1 ammo to the flamethrower].&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 140&lt;br /&gt;
| 90&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 20x 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;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| 4x 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;
| 10&lt;br /&gt;
| 2x Mechtoid Core&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.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 150&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 30x Floater 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 and HE grenades additional damage equal to 50% of their weapon damage.&lt;br /&gt;
| 30&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 20&lt;br /&gt;
| 150&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| -&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 carbines, assault rifles, SMGs, and battle rifles by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 320&lt;br /&gt;
| 450&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Muton 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;
| 180&lt;br /&gt;
| 60&lt;br /&gt;
| 15&lt;br /&gt;
| 14&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 grenades and rockets by 2. Unlocks Plasma Grenades, which deal heavy penetrating damage. Unlocks the Plasma Stellerator, which increases plasma primary weapon damage by 2 and grants primary plasma weapons +50% weapon damage when targeting units with distortion.&lt;br /&gt;
| 90&lt;br /&gt;
| Light Plasma Weapons&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 400&lt;br /&gt;
| 50&lt;br /&gt;
| 0 &lt;br /&gt;
| 55&lt;br /&gt;
| 20x 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;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §20&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| Unlocks the &#039;&#039;Enhanced Beam Optics&#039;&#039; item which increases beam/pulse Laser weapons damage by 1.&lt;br /&gt;
| 10&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §20&lt;br /&gt;
| 0&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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 shots against mechanical units 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;
| 260&lt;br /&gt;
| 260&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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;
| Doubles the fuel capacity for flight-capable units (flying armors and Hover SHIV).&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;
| 14&lt;br /&gt;
| 8x Drone Wreck, &amp;lt;br /&amp;gt; 8x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 8x Cyberdisc Wreck&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;
| 35&lt;br /&gt;
| 90&lt;br /&gt;
| 10&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 30x 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 Medikit healing to 4 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 7&lt;br /&gt;
| 40x 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;
| 120&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 50&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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 soldiers.&lt;br /&gt;
| 20&lt;br /&gt;
| Sectoid Interrogation&lt;br /&gt;
| §50&lt;br /&gt;
| 10&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Upgrades===&lt;br /&gt;
These upgrades apply to all 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 pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §100&lt;br /&gt;
| 25&lt;br /&gt;
| 210&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&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;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10x 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 1 base 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;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x 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;
| Improved Salvage&lt;br /&gt;
| -&lt;br /&gt;
| Increases weapon fragment recovery from missions and destroyed UFOs by 15%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x 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 15%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §1000&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 50x Sectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Base Security 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 soldier wound times by 15%.&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;
| 21&lt;br /&gt;
| 8x Alien Stasis Tank,&amp;lt;br /&amp;gt; 8x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Armor&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §80&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| XCOM Security: Guns&lt;br /&gt;
| -&lt;br /&gt;
| Any spare advanced rifles will be equipped by base security personnel during a HQ Defense Mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §100&lt;br /&gt;
| 0 &lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&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;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 300&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 30x 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;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&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;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x 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;
| 160&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Aerospace&lt;br /&gt;
| Increases penetration of air weapons by 25%.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §80&lt;br /&gt;
| 260&lt;br /&gt;
| 220&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Cyberdisc Wreck&amp;lt;br&amp;gt;8x 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 100% (from 50%).&lt;br /&gt;
| 15&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §40&lt;br /&gt;
| 80&lt;br /&gt;
| 320&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 2x 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 chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&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;
| 8&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 300 to 450 [Potential: 180dmg/s, Average Realized: 108dmg/s, UFO Destruction Chance: 46%]. Unlocks the &#039;&#039;Reaper Pack&#039;&#039;, and increases the Arc Rifle&#039;s bonus damage against mechanical units to +10 (from +6).&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §200&lt;br /&gt;
| 300&lt;br /&gt;
| 280&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 21&lt;br /&gt;
| 4x 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;
| 150&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Seeker Wreck&amp;lt;br&amp;gt;8x 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% and add 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;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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 the chance of aircraft detecting UFOs without satellites present (mimicking patrol behavior) from 7% per aircraft to 14% per aircraft. Aircraft will also now always detect UFOs that are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 28&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 80% of their original build time and 50% 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>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=100143</id>
		<title>Armor (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=100143"/>
		<updated>2021-03-21T17:07:53Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* Heavy Armor */&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;
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).&lt;br /&gt;
&lt;br /&gt;
Armour overall provides more health to soldiers, allowing XCOM soldiers to withstand additional punishment. Certain armors have less equipment slots as compensation for various advantages. Furthermore the covert operative leather jacket incurs a significant movement speed penalty, intended to represent the weight of the hacking equipment they carry.&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance represents movement speed in tiles, thus a soldier with 10 mobility will be able to cover 10 tiles with 1 AP spent.&lt;br /&gt;
&lt;br /&gt;
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier&#039;s HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &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; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (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:Tac Armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Tac Armor]]&#039;&#039;&#039;|| ||5|| || || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||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:Phalanx armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Phalanx Armor]]&#039;&#039;&#039;||0.6||5||1|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (LWR)#Improved Body Armor|Improved Body Armor]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|17&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(X)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||XX||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Armor (LWR)#Heavy Armor|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Carapace Armor]]&#039;&#039;&#039;||0.6||7||1|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (LWR)#Advanced Body Armor|Advanced Body Armor]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||XX||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Aegis Armor]]&#039;&#039;&#039;||2.0||11||1|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)|| || ||[[Research (LWR)#Mobile Power Armor|Mobile Power Armor]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Titan Armor]]&#039;&#039;&#039;|| ||16||1|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Advanced Power Armor|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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;|8&amp;lt;br /&amp;gt;(17)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||[[Archangel Armor (LWR)|Archangel Armor]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Archangel Armor]]&#039;&#039;&#039;|| ||16||1||10|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Tactical Mobility (LWR) }} ||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Supports flight mode (16 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||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;(9)||1 [[Titan Armor (LWR)|Titan Armor]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Vortex Armor]]&#039;&#039;&#039;||1.3||10||1|| ||10||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers&amp;lt;br /&amp;gt;-50% fatigue&amp;lt;br /&amp;gt;Required to activate the [[Gollop Chamber (LWR)|Gollop Chamber]] [[Psionic_(Long_War)|psionic ability]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(208)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(55)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(55)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(105)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||400||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&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; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (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:Chameleon Suit Long War.png|128px|link=Armor (LWR)#Light Armor|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Leather Jacket]]&#039;&#039;&#039;||2.6||2 || ||5 || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to covert operatives||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:Tac vest Long War.png|128px|link=Armor (LWR)#Light Armor|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Tac Vest]]&#039;&#039;&#039;||1.3||3|| ||5 || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||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:Aurora armor Long War.png|128px|link=Armor (LWR)#Light Armor|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Aurora Armor]]&#039;&#039;&#039;||1.3||6||1||5||5||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers||[[Research (LWR)#Xenopsionics|Xenopsionics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||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;|0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (LWR)#Sectoid|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||50||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Armor (LWR)#Light Armor|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Kestrel Armor]]&#039;&#039;&#039;||2.0||4|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Advanced Body Armor|Advanced Body Armor]]||22||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|128px|link=Armor (LWR)#Light Armor|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Banshee Armor]]&#039;&#039;&#039;||4.0||7|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Tactical Mobility (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Mobile Power Armor|Mobile Power Armor]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Armor (LWR)#Light Armor|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Corsair Armor]]&#039;&#039;&#039;||2.0||9|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Advanced Power Armor|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||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;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Armor (LWR)#Light Armor|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]]&#039;&#039;&#039;||2.0||9|| ||15|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Tactical Mobility (LWR) }}  ||Supports flight mode (12 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||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;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Armor (LWR)#Light Armor|Shadow Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Shadow Armor]]&#039;&#039;&#039;||2.0||7|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)|| ||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;Supports ghost mode||[[Research (LWR)#Stealth Systems|Stealth Systems]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
In Long War Rebalance, [[MEC Trooper (LWR)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.&lt;br /&gt;
&lt;br /&gt;
MEC armor naming conventions are streamlined to highlight their role. &lt;br /&gt;
&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; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Secondary weapons (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!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:Base Augments Long War.png|128px|link=Armor (LWR)#MEC exoskeletons|Base Augments]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Base Augments]]&#039;&#039;&#039;|| || || || || || || ||Cannot be used during missions||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:Inv_Mec1.png|128px|link=Armor (LWR)#MEC exoskeletons|MEC-1]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|MEC-1]]&#039;&#039;&#039;||Paladin|| ||10||1||30||1||2||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Alien Biocybernetics|Alien Biocybernetics]]||25||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&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;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-2]]&#039;&#039;&#039;||Valiant||2.0||6||1||35||2||2||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Improved Combat Exoskeletons|Improved Combat Exoskeletons]]||50||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;|60&amp;lt;br /&amp;gt;(90)||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;|60&amp;lt;br /&amp;gt;(72)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-2]]&#039;&#039;&#039;||Defender|| ||14||3||10||2||2||{{ Damage Control (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Improved Combat Exoskeletons|Improved Combat Exoskeletons]]||50||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|ULMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|ULMEC-3]]&#039;&#039;&#039;||Vanguard||4.6||6||1||40||2||3||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Mobile Combat Exoskeletons|Mobile Combat Exoskeletons]]||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-3]]&#039;&#039;&#039;||Vindicator||2.6||10||1||35||3||3||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Mobile Combat Exoskeletons|Mobile Combat Exoskeletons]]||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-3]]&#039;&#039;&#039;|| Dauntless||1.3||18||4||10||3||3||{{ Damage Control (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Heavy Combat Exoskeletons|Heavy Combat Exoskeletons]]||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|UHMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|UHMEC-3]]&#039;&#039;&#039;||Devastator|| ||26||5|| ||2||3||{{ Damage Control (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Heavy Combat Exoskeletons|Heavy Combat Exoskeletons]]||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Source]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV units==&lt;br /&gt;
&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; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!! rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&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)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|SHIV]]&#039;&#039;&#039;||7.3||12+8||3||0||55||4||Hardened&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|270&amp;lt;br /&amp;gt;(378)|| || ||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;(2.6&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Alloy SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Alloy SHIV]]&#039;&#039;&#039;||7.3+1.3||16+16||4||0||55||4||Hardened&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|330&amp;lt;br /&amp;gt;(462)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)|| ||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;|26&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.2&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Hover SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Hover SHIV]]&#039;&#039;&#039;||7.3+1.8||14+14||3||20||55+30||4||Hardened&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers&amp;lt;br /&amp;gt;Supports flight mode (16 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|390&amp;lt;br /&amp;gt;(546)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||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;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.8&amp;amp;nbsp;days)||-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=100076</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=100076"/>
		<updated>2021-03-07T16:16:26Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* LMGs */&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;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma&lt;br /&gt;
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.&lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn&lt;br /&gt;
* Rookies cannot use pistols&lt;br /&gt;
* Weapons are more accurate at close range&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch&lt;br /&gt;
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.&lt;br /&gt;
&lt;br /&gt;
== Weapon Types ==&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tiers ===&lt;br /&gt;
&lt;br /&gt;
==== Conventional/Ballistic ====&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Electric ====&lt;br /&gt;
&lt;br /&gt;
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beam Lasers ====&lt;br /&gt;
&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauss ====&lt;br /&gt;
&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pulse Lasers ====&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons avaliable to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Rifle: +3 damage against biological units&lt;br /&gt;
*Plasma Battle Rifle: +3 damage against targets at full HP&lt;br /&gt;
*Plasma Carbine: +10 defense &lt;br /&gt;
*Plasma SMG: +1.3 mobility (+2.0 mobility total)&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +2 penetration&lt;br /&gt;
*Plasma Dragon (LMG): 8 damage mayhem suppression&lt;br /&gt;
*Plasma Particle Beam (MEC): +4 damage against mechanical units&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
&lt;br /&gt;
=== Weapon Classes ===&lt;br /&gt;
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|SHIV and MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|LMGs || 175%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, and Shotguns || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles and Rocket Launchers || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||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:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||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;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied&amp;lt;br /&amp;gt;+3 damage to biological targets||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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)|| 1 UFO Power Source ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||25%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||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)|| ||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)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br /&amp;gt;+3 damage against targets at full HP||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;||All soldiers||+1.3||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||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;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;||All soldiers||+1.3||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||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;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;||All soldiers||+0.6||+15||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +2 damage during critical hits||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser SMG&#039;&#039;&#039;||All soldiers||+1.3||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)|| ||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;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss SMG&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||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 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;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse SMG&#039;&#039;&#039;||All soldiers||+1.3||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||50%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma SMG&#039;&#039;&#039;||All soldiers||+2.0|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 4, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||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:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||0.6 ||5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Alloy Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||0.6||5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&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;|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;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Reflex Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets&amp;lt;br /&amp;gt;+2 damage against targets within 4 tiles||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||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:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||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)|| ||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)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||6 damage mayhem suppression&amp;lt;br&amp;gt;+2 penetration&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 5, and their base damage is 175%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-1.3||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||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;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-1.3||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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;(14&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|14&amp;lt;br&amp;gt;(12-16)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||8 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-10 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||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:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||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;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||50%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||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;|20&amp;lt;br /&amp;gt;(30)||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)|| ||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)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-10 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||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:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||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;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||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;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||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;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||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:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;||MECs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||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;|10&amp;lt;br /&amp;gt;(15)|| ||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)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Gauss Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Railgun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;||MECs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||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)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Particle Beam&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|| ||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:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||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;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Sentry Gun&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|105&amp;lt;br /&amp;gt;(157)||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;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;||SHIVs|| ||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 4.  Arc Rifles lose aim for being in close proximity (-10 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;amp;nbsp;(3-5) against biological enemies&amp;lt;br&amp;gt;10&amp;amp;nbsp;(8-12) against mechanical enemies&amp;lt;br&amp;gt;Upgrades to 14&amp;amp;nbsp;(12-16) against mechanical enemies||title=&amp;quot;Amount of ammunition available&amp;quot;|2&amp;lt;br&amp;gt;(3)||18||18||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&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)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||Stuns aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use any secondary weapons&#039;&#039;&#039;: privates, gunners, and SHIVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use sidearms and have unique secondary weapons&#039;&#039;&#039;: Rocketeers and MECs&lt;br /&gt;
&lt;br /&gt;
All sidearms grant the &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||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 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)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&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;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Machine Pistols=== &lt;br /&gt;
Machine Pistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heater Long War.png|128px|Laser Heater]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Heater&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&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;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||2&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +3 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||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;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +4 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||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 Elerium&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;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6 (5-7)&amp;lt;br&amp;gt;Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||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 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;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).&lt;br /&gt;
&lt;br /&gt;
Additionally, rocketeers can equip Javelin Rockets: these have 40% the normal radius, x2 weapon damage, and shred targets. They deal no environmental damage, but can damage units through cover.&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||2||20||5||2 turn cooldown||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:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)||2||20||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||2||16||5||Can path around obstacles&amp;lt;br&amp;gt;2 turn cooldown||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||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;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Secondary Weapons===&lt;br /&gt;
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br /&amp;gt;(4-6)||8|| || 2 ||50% chance for a 50 will test for panic&amp;lt;br /&amp;gt;Will test 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|10&amp;lt;br /&amp;gt;(15)|| ||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;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MECs|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|24&amp;lt;br&amp;gt;(21-27)||melee|| ||unlimited||Melee weapon&amp;lt;br&amp;gt;Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&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;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10.6||2||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Miniature Nuclear Explosive (MiNE) Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||10.6||4||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;+100 penetration&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&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;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1&amp;lt;br /&amp;gt;(1-2)||self||8||unlimited||Stuns robotic units&amp;lt;br /&amp;gt;4 turn cooldown&amp;lt;br&amp;gt;Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&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;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=100075</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=100075"/>
		<updated>2021-03-07T16:16:03Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: /* SAWs */&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;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma&lt;br /&gt;
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.&lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn&lt;br /&gt;
* Rookies cannot use pistols&lt;br /&gt;
* Weapons are more accurate at close range&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch&lt;br /&gt;
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.&lt;br /&gt;
&lt;br /&gt;
== Weapon Types ==&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tiers ===&lt;br /&gt;
&lt;br /&gt;
==== Conventional/Ballistic ====&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Electric ====&lt;br /&gt;
&lt;br /&gt;
There are only 2 electric weapons: the arc rifle and the stun rifle. While most campaigns will likely build some of both, the stun rifle is mandatory to pass the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beam Lasers ====&lt;br /&gt;
&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also increased crit chances, higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauss ====&lt;br /&gt;
&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle have been renamed to the Anti-Materiel Long Rifle and Anti-Materiel Strike Rifle, and have reverted to function identically as normal snipers. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pulse Lasers ====&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +5 aim, +10 crit, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Sidearms gain only +20 crit and +25% crit damage (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons avaliable to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Rifle: +3 damage against biological units&lt;br /&gt;
*Plasma Battle Rifle: +3 damage against targets at full HP&lt;br /&gt;
*Plasma Carbine: +10 defense &lt;br /&gt;
*Plasma SMG: +1.3 mobility (+2.0 mobility total)&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +2 penetration&lt;br /&gt;
*Plasma Dragon (LMG): 8 damage mayhem suppression&lt;br /&gt;
*Plasma Particle Beam (MEC): +4 damage against mechanical units&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
&lt;br /&gt;
=== Weapon Classes ===&lt;br /&gt;
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|SHIV and MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|LMGs || 175%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, and Shotguns || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles and Rocket Launchers || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||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:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||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;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;||All soldiers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied&amp;lt;br /&amp;gt;+3 damage to biological targets||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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)|| 1 UFO Power Source ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||25%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||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)|| ||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)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br /&amp;gt;+3 damage against targets at full HP||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +10 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;||All soldiers||+1.3||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||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;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;||All soldiers||+0.6||+5||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;||All soldiers||+1.3||+5||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||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;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;||All soldiers||+0.6||+15||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||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)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +2 damage during critical hits||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser SMG&#039;&#039;&#039;||All soldiers||+1.3||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)|| ||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;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss SMG&#039;&#039;&#039;||All soldiers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||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 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;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse SMG&#039;&#039;&#039;||All soldiers||+1.3||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||50%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma SMG&#039;&#039;&#039;||All soldiers||+2.0|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied&amp;lt;br&amp;gt;Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 4, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||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:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||0.6 ||5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Alloy Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||0.6||5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&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;|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;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Reflex Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||8||Aim penalty at long range&amp;lt;br /&amp;gt;50% less damage against hardened targets&amp;lt;br /&amp;gt;+2 damage against targets within 4 tiles||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||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:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;||Gunners||-0.6||-5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||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)|| ||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)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||6 damage mayhem suppression&amp;lt;br&amp;gt;+2 penetration&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage and ammo, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 7, and their base damage is 175%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-1.3||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||3 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||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;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||4 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-1.3||-15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||5 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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;(14&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|14&amp;lt;br&amp;gt;(12-16)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||8 damage mayhem suppression&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-10 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||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:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||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;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||50%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||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;|20&amp;lt;br /&amp;gt;(30)||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)|| ||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)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-10 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||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:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||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;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||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 Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||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;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can only fire with 2 AP&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+1 penetration&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||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;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||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:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;||MECs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||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;|10&amp;lt;br /&amp;gt;(15)|| ||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)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Gauss Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Railgun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;||MECs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||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 Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||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)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Particle Beam&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||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;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|| ||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:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||3 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||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;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Sentry Gun&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||4 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&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;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+5||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||5 damage mayhem suppression||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|105&amp;lt;br /&amp;gt;(157)||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;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;||SHIVs|| ||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||6 damage mayhem suppression||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 4.  Arc Rifles lose aim for being in close proximity (-10 aim per tile closer than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;amp;nbsp;(3-5) against biological enemies&amp;lt;br&amp;gt;10&amp;amp;nbsp;(8-12) against mechanical enemies&amp;lt;br&amp;gt;Upgrades to 14&amp;amp;nbsp;(12-16) against mechanical enemies||title=&amp;quot;Amount of ammunition available&amp;quot;|2&amp;lt;br&amp;gt;(3)||18||18||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&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)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||Stuns aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenoneurology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||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;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
Unlike Long War 1.0, LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Pulse Laser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use any secondary weapons&#039;&#039;&#039;: privates, gunners, and SHIVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use sidearms and have unique secondary weapons&#039;&#039;&#039;: Rocketeers and MECs&lt;br /&gt;
&lt;br /&gt;
All sidearms grant the &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||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 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)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||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;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&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;|15&amp;lt;br /&amp;gt;(20)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Machine Pistols=== &lt;br /&gt;
Machine Pistols trade increased ammo and crit chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. They grant extra damage during critical hits. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for the Pulse Laser weapon tier.&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heater Long War.png|128px|Laser Heater]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Heater&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&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;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||2&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +3 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||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;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +4 damage during critical hits&amp;lt;br&amp;gt;Aim penalty at long range&amp;lt;br /&amp;gt;without the Ranger perk||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||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 Elerium&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;|30&amp;lt;br /&amp;gt;(35)||1 UFO Power Source||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage sidearm; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6 (5-7)&amp;lt;br&amp;gt;Upgrades to 9 (8-10)||0%||1||18||8||50% less damage against hardened targets|| ||3||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 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;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).&lt;br /&gt;
&lt;br /&gt;
Additionally, rocketeers can equip Javelin Rockets: these have 40% the normal radius, x2 weapon damage, and shred targets. They deal no environmental damage, but can damage units through cover.&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||2||20||5||2 turn cooldown||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:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)||2||20||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&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;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||2||16||5||Can path around obstacles&amp;lt;br&amp;gt;2 turn cooldown||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||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;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Secondary Weapons===&lt;br /&gt;
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!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 (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br /&amp;gt;(4-6)||8|| || 2 ||50% chance for a 50 will test for panic&amp;lt;br /&amp;gt;Will test 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MECs||-0.6|| ||self||2||1||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||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;|10&amp;lt;br /&amp;gt;(15)|| ||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;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MECs|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|24&amp;lt;br&amp;gt;(21-27)||melee|| ||unlimited||Melee weapon&amp;lt;br&amp;gt;Red fog does not reduce KSM damage||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&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;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||10.6||2||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Miniature Nuclear Explosive (MiNE) Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||10.6||4||2||Can be equipped multiple times per soldier&amp;lt;br /&amp;gt;+100 penetration&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&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;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1&amp;lt;br /&amp;gt;(1-2)||self||8||unlimited||Stuns robotic units&amp;lt;br /&amp;gt;4 turn cooldown&amp;lt;br&amp;gt;Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&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;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Injury_and_Fatigue_(LWR)&amp;diff=99583</id>
		<title>Injury and Fatigue (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Injury_and_Fatigue_(LWR)&amp;diff=99583"/>
		<updated>2021-01-31T17:41:50Z</updated>

		<summary type="html">&lt;p&gt;Foyboy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Fatigue ==&lt;br /&gt;
&lt;br /&gt;
=== AP Loss ===&lt;br /&gt;
&lt;br /&gt;
While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns. Click on the following to view the effects: [[Other_Abilities_(LWR)#Fatigued_and_Exhausted|Fatigue and Exhaustion]]&lt;br /&gt;
&lt;br /&gt;
=== Accumulating Fatigue ===&lt;br /&gt;
&lt;br /&gt;
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission. SHIVs are not affected by fatigue.&lt;br /&gt;
&lt;br /&gt;
The Second Wave option &#039;&#039;&#039;Consistent Fatigue (#35)&#039;&#039;&#039; disables fatigue increasing with the number of turns passed and reverts to base fatigue value of &#039;&#039;&#039;10 days&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Base Fatigue==== &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:540px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;Base Fatigue Time&#039;&#039;&#039;: +0.5 days of fatigue per turn on a mission&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Base Fatigue Modifiers ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Ability&lt;br /&gt;
! style=&amp;quot;padding: 5px 20px;&amp;quot; | Base Fatigue Time&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Stay Frosty&#039;&#039;&#039;&lt;br /&gt;
|| -10%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 20px;&amp;quot; | &#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&lt;br /&gt;
|| -15%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&lt;br /&gt;
|| -20%&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Vortex Armor&#039;&#039;&#039;&lt;br /&gt;
|| -50%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Wolverine Blood&#039;&#039;&#039; (Second Wave option)&lt;br /&gt;
|| -50%&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Base Will&#039;&#039;&#039; higher than 30&lt;br /&gt;
|| -1% per Base Will&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Base Will&#039;&#039;&#039; lower than 30&lt;br /&gt;
|| +1% per Base Will&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Difficulty&#039;&#039;&#039; (Normal/Classic/Brutal/Impossible)&lt;br /&gt;
|| 0%/+10%/+20%/+30%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Campaign Length&#039;&#039;&#039; (NSL/L/VL/VVL)&lt;br /&gt;
|| +100%/0%/-50%/-66%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Months Passed&#039;&#039;&#039;&lt;br /&gt;
|| +5% per month&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fatigued Soldiers on Missions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 96%;&amp;quot;&amp;gt;&lt;br /&gt;
 Fatigued soldiers that go on missions will have their pre-mission fatigue added to their new fatigue they gained from the missions (only new fatigue is modified by Base Fatigue Modifiers).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Fatigue ===&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go. &lt;br /&gt;
&lt;br /&gt;
Once you have researched &#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; you can give your soldiers a &#039;&#039;&#039;Meld Injection&#039;&#039;&#039; which will reduce any soldier&#039;s fatigue/injury time by 80% for the cost of 40 meld + 0.5 meld per day of fatigue/injury.&lt;br /&gt;
&lt;br /&gt;
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.&lt;br /&gt;
&lt;br /&gt;
=== Accumulating Injuries ===&lt;br /&gt;
&lt;br /&gt;
==== Base Injury ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Base Injury time&#039;&#039;&#039;: 60 days x Base HP% Lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 60 days * 20%, or 12 days.&lt;br /&gt;
&lt;br /&gt;
==== Base Injury Modifiers==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Ability&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Base Injury Time&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;SHIVs&#039;&#039;&#039;&lt;br /&gt;
|| -50%&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
|| -25% (MECs and SHIVs only)&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Advanced Surgery&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | -15% (MECs and soldiers only)&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Advanced Bone Marrow&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|| -30%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 20px;&amp;quot; | &#039;&#039;&#039;Base HP&#039;&#039;&#039; higher than 6/10 (soldier/MEC)&lt;br /&gt;
|| -4% per Base HP&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Base HP&#039;&#039;&#039; lower than 6/10 (soldier/MEC)&lt;br /&gt;
|| +4% per Base HP&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Wolverine Blood&#039;&#039;&#039; (Second Wave option)&lt;br /&gt;
|| -50%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Difficulty&#039;&#039;&#039; (Normal/Classic/Brutal/Impossible)&lt;br /&gt;
|| 0%/+10%/+20%/+30%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Campaign Length&#039;&#039;&#039; (NSL/L/VL/VVL)&lt;br /&gt;
|| +100%/0%/-50%/-66%&lt;br /&gt;
|- &lt;br /&gt;
|| &#039;&#039;&#039;Months Passed&#039;&#039;&#039;&lt;br /&gt;
|| +5% per month&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fatigued Soldiers who get Injured ==== &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 All fatigue time is automatically removed and converted to injury time when a soldier becomes injured.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dealing with Injuries ===&lt;br /&gt;
&lt;br /&gt;
Like dealing with fatigue, you should have several teams of soldiers ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy soldiers with &#039;&#039;&#039;Will to Survive&#039;&#039;&#039;, SHIVs, and MECs can all take more shots than most other soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.&lt;br /&gt;
&lt;br /&gt;
Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.&lt;br /&gt;
&lt;br /&gt;
Another way to reduce injuries is once you have researched &#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; you can give your soldiers a &#039;&#039;&#039;Meld Injection&#039;&#039;&#039;. This will reduce any soldier&#039;s fatigue/injury time by 80% for the cost of 40 meld + 0.5 meld per day of fatigue/injury.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;First Aid&#039;&#039;&#039; perks both reduce the lowest amount of HP all MECs and Soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.&lt;/div&gt;</summary>
		<author><name>Foyboy</name></author>
	</entry>
</feed>