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		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62433</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62433"/>
		<updated>2014-12-15T17:58:39Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Sectoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Sectoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || {{Damage Icon}}  || {{Aim (Long War)}} || {{Defense (Long War)}} || {{DR (Long War)}} || {{Health (Long War)}}  || {{Mobility (Long War)}} || {{Will (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Base Stats&#039;&#039;&#039;||4*||65||0||0||3||12||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Research Bonus&#039;&#039;&#039;||+4||+25||+25||+0||+10||+2||+100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Navigator Bonus&#039;&#039;&#039;||+0||+3||+0||+0||+4||+0||+35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Leader Bonus&#039;&#039;&#039;||+5||+30||+6||+0||+10||+0||+45&lt;br /&gt;
|}&lt;br /&gt;
*Sectoid base damage is 3 + 1 due to gunslinger&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 4 to 6 || 6 to 9 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62432</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62432"/>
		<updated>2014-12-15T17:57:49Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Sectoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Sectoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || {{Damage Icon}}  || {{Aim (Long War)}} || {{Defense (Long War)}} || {{DR (Long War)}} || {{Health (Long War)}}  || {{Mobility (Long War)}} || {{Will (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Base Stats&#039;&#039;&#039;||4*||65||0||0||3||12||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Research Bonus&#039;&#039;&#039;||+4||+25||+25||+0||+10||+2||+100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Navigator Bonus&#039;&#039;&#039;||+0||+3||+0||+0||+4||+0||+35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Leader Bonus&#039;&#039;&#039;||+5||+30||+6||+0||+10||+0||+45&lt;br /&gt;
|}&lt;br /&gt;
*Sectoid base damage is 3 + 1 due to gunslinger&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 4 to 6 || 6 to 9 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62431</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=62431"/>
		<updated>2014-12-15T17:50:50Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Sectoid */ Trying out new format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular sectoids without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | Sectoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| || {{Damage Icon}}  || {{Aim (Long War)}} || {{Defense (Long War)}} || {{DR (Long War)}} || {{Health (Long War)}}  || {{Mobility (Long War)}} || {{Will (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Base Stats&#039;&#039;&#039;||4||65||0||0||3||12||5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Research Bonus&#039;&#039;&#039;||+4||+25||+25||+0||+10||+2||+100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Navigator Bonus&#039;&#039;&#039;||+0||+3||+0||+0||+4||+0||+35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Max Leader Bonus&#039;&#039;&#039;||+5||+30||+6||+0||+10||+0||+45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 4 to 6 || 6 to 9 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Urban_Combat_Badge_2_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Sectopod Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cluster Bomb || 5 to 9 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Cannon || 7 to 11 || 11 to 15 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectopod Chest Cannon || 8 to 14 || 14 to 19 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectopod Chest Cannon III || 16 to 26 || 26 to 37 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_RIFT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC_MINDCONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=62394</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=62394"/>
		<updated>2014-12-14T09:34:35Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You&#039; will need to cycle your craft regularly (like your soldiers), as UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event, and it&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is more than enough to spoil their plans. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. Those effects signify that UFO sustained enough damage to prevent it from completing its mission such as an Anti-Satellite hunt mission as one example. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which works as an increasing percentile chance (UFO abort mission chance: 0% at full health, 100% at 50% health)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Air-to-air weapons now have two damage statistics - Damage and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO, Balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites.&lt;br /&gt;
&lt;br /&gt;
The LW mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. This will most commonly be the case for high altitude UFOs, as the fall from sub-orbital flight will demolish almost all other material of use from a crash.&lt;br /&gt;
&lt;br /&gt;
Satellite-hunting UFOs can be dissuaded by damaging them, even if you can&#039;t shoot them down. A satellite hunting UFO has a chance to shoot down your satellite at the completion of its mission based on its damage level, 100% chance at 100% HP down to 0% chance at 50% HP (further modified by the Stealth Satellites upgrade), so any damage you can do to a satellite hunter could save your satellite.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. The three consumables remain, but with Aim being built from Floater corpses (so you may want to keep a good number on hand, at least to help your less experienced pilots), the Boost device from Drone wrecks, and the useful Dodge module being limited by how many Cyberdiscs you can encounter and destroy.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Battle Plan===&lt;br /&gt;
&lt;br /&gt;
The basic strategy to have is to soften a target UFO with armor-penetrating weapons (Stingray Missiles &amp;amp; Phoenix Coilgun), then hit the DR-reduced craft with hard-hitting weapons (Avalanche Missiles and the Laser Canon). To the effect that you have weapon tiers for your craft:&lt;br /&gt;
* You&#039;ll start (and be on for a while) the Avalanche and Stingray missiles. These will work for small and medium craft (save for the possible &#039;&#039;multiple&#039;&#039; Overseer UFOs you may get, which are beasts on their own).&lt;br /&gt;
* Like in vanilla, Abductors are when conventional weapons will leave you totally outgunned: so next you&#039;ll want to upgrade to Laser and Phoenix cannons, with the Laser built for attack and accuracy (so you can still reliably hit things on Balanced or Defensive), and the Coilgun for &#039;moar dakka.&#039; You&#039;ll still need multiple interceptions focused on the larger UFOs to reliably take one down, along with modules.&lt;br /&gt;
*The Plasmas need to be built from infantry Plasma Rifles, so once the Mutons start fielding them, you want to build up a cache of them to convert to enough cannons for all your Interceptors: do so, and you&#039;ll be in a great position for most of the UFOs, while the EMP Cannon (built from 1 Sectopod wreck each, ouch...) is for a tough UFO assault with optimal rewards.&lt;br /&gt;
*Last, but certainly not least, the Fusion Lance can only be used by Firestorms, and is for slapping UFOs out of the sky... but, they&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers...which you need the Fusion Lance to have a reasonable chance to take out... hope you completed and saved the cores from [[Slingshot_DLC_(EU2012)|Slingshot]]. Though one you do get them set up, you have the chance to disrupt Terror missions, as well!&lt;br /&gt;
&lt;br /&gt;
Lastly, the Sparrowhawk Foundry upgrade is a pricey but very worthwhile project to rush for, as it gives your craft a secondary weapons system that gives a little extra punch and armor penetration, and faster firing as well.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=62393</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=62393"/>
		<updated>2014-12-14T09:34:20Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Battle Plan */  links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You&#039; will need to cycle your craft regularly (like your soldiers), as UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event, and it&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is more than enough to spoil their plans. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it. Those effects signify that UFO sustained enough damage to prevent it from completing its mission such as an Anti-Satellite hunt mission as one example. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which works as an increasing percentile chance (UFO abort mission chance: 0% at full health, 100% at 50% health)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Air-to-air weapons now have two damage statistics - Damage and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO, Balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites.&lt;br /&gt;
&lt;br /&gt;
The LW mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. This will most commonly be the case for high altitude UFOs, as the fall from sub-orbital flight will demolish almost all other material of use from a crash.&lt;br /&gt;
&lt;br /&gt;
Satellite-hunting UFOs can be dissuaded by damaging them, even if you can&#039;t shoot them down. A satellite hunting UFO has a chance to shoot down your satellite at the completion of its mission based on its damage level, 100% chance at 100% HP down to 0% chance at 50% HP (further modified by the Stealth Satellites upgrade), so any damage you can do to a satellite hunter could save your satellite.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
Lastly, there are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. The three consumables remain, but with Aim being built from Floater corpses (so you may want to keep a good number on hand, at least to help your less experienced pilots), the Boost device from Drone wrecks, and the useful Dodge module being limited by how many Cyberdiscs you can encounter and destroy.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Battle Plan===&lt;br /&gt;
&lt;br /&gt;
The basic strategy to have is to soften a target UFO with armor-penetrating weapons (Stingray Missiles &amp;amp; Phoenix Coilgun), then hit the DR-reduced craft with hard-hitting weapons (Avalanche Missiles and the Laser Canon). To the effect that you have weapon tiers for your craft:&lt;br /&gt;
* You&#039;ll start (and be on for a while) the Avalanche and Stingray missiles. These will work for small and medium craft (save for the possible &#039;&#039;multiple&#039;&#039; Overseer UFOs you may get, which are beasts on their own).&lt;br /&gt;
* Like in vanilla, Abductors are when conventional weapons will leave you totally outgunned: so next you&#039;ll want to upgrade to Laser and Phoenix cannons, with the Laser built for attack and accuracy (so you can still reliably hit things on Balanced or Defensive), and the Coilgun for &#039;moar dakka.&#039; You&#039;ll still need multiple interceptions focused on the larger UFOs to reliably take one down, along with modules.&lt;br /&gt;
*The Plasmas need to be built from infantry Plasma Rifles, so once the Mutons start fielding them, you want to build up a cache of them to convert to enough cannons for all your Interceptors: do so, and you&#039;ll be in a great position for most of the UFOs, while the EMP Cannon (built from 1 Sectopod wreck each, ouch...) is for a tough UFO assault with optimal rewards.&lt;br /&gt;
*Last, but certainly not least, the Fusion Lance can only be used by Firestorms, and is for slapping UFOs out of the sky... but, they&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers...which you need the Fusion Lance to have a reasonable chance to take out... hope you completed and saved the cores from [[Slingshot_DLC_(EU2012)|Slingshot]]. Though one you do get them set up, you have the chance to disrupt Terror missions, as well!&lt;br /&gt;
&lt;br /&gt;
Lastly, the Sparrowhawk Foundry upgrade is a pricey but very worthwhile project to rush for, as it gives your craft a secondary weapons system that gives a little extra punch and armor penetration, and faster firing as well.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hanger (Long War)|Hanger]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62392</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62392"/>
		<updated>2014-12-14T09:33:06Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62391</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62391"/>
		<updated>2014-12-14T09:32:29Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* UFO Weapons */  added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[Hanger (Long War)|Hanger]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62015</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62015"/>
		<updated>2014-11-30T05:57:54Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Damage Calculations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases interceptor armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62008</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=62008"/>
		<updated>2014-11-30T02:09:33Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Destroyer */  added upgraded stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62007</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62007"/>
		<updated>2014-11-30T01:23:40Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases interceptor armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62006</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62006"/>
		<updated>2014-11-30T01:21:56Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62005</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=62005"/>
		<updated>2014-11-30T01:21:10Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */   replaced column headers with icons, removed weapon fragment column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Credits Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{AA Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Elerium Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Meld Icon}}&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Weapon Fragments Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | {{Engineers Icon}}&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | {{Research Icon}}&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61965</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61965"/>
		<updated>2014-11-28T21:45:17Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Supply Barge (Harvester) */  was there any particular reason it was listed as &amp;quot;supply barge&amp;quot;?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61952</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61952"/>
		<updated>2014-11-28T16:37:31Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Damage Calculations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61951</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61951"/>
		<updated>2014-11-28T16:36:05Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: Added math and pilots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit chance and 25% is the maximum&lt;br /&gt;
&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61949</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61949"/>
		<updated>2014-11-28T14:55:22Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/&amp;lt;br&amp;gt;Research Project&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61948</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61948"/>
		<updated>2014-11-28T14:36:07Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Fighter */  clarifying armaments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61947</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61947"/>
		<updated>2014-11-28T14:33:12Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Raider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - upgrade)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61946</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61946"/>
		<updated>2014-11-28T14:32:13Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Fighter */  clarifying armaments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - upgrade)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=61945</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=61945"/>
		<updated>2014-11-28T10:13:44Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Foundry Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Foundry Projects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Projects&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! 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}} || Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS (and MECs)&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisk Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&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;
| Sentinel Drone&lt;br /&gt;
| Grants auto-repair ability to a SHIV, and grants them close combat specialist perk&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| 21&lt;br /&gt;
| 3x Floater Corpses&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 5x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
| 25&lt;br /&gt;
| Elerium&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&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;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 5&lt;br /&gt;
| 0&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;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
| 75&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Rifle &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 55&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600&lt;br /&gt;
| 65&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants + 10% Critical hit chance to all pistols &lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&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;
| Grants +10% Aim to all pistols&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 damage to all pistols&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&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;
| Alien Metallurgy&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 95&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
| 14&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Cyberdisc Wreck,&amp;lt;br&amp;gt; 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
| 20&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)&lt;br /&gt;
| 80&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §800&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 6x UFO Flight Computer, &amp;lt;br&amp;gt; 6x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
| 30&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Seeker Wrecks,&amp;lt;br&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Power Source, &amp;lt;br&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.&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;
| 12x Alien Surgery,&amp;lt;br&amp;gt; 12x Alien Stasis Tank&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 10x Thin Man Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br&amp;gt; 2x Heavy Floater Corpse, &amp;lt;br&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 15&lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit chance by 10%&amp;lt;br&amp;gt;and increases critical hit chance when using Laser Sight by 5%&lt;br /&gt;
| 10&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&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;
| Psi Warfare Systems&lt;br /&gt;
| Unlocks special psionic gear &lt;br /&gt;
| 25&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61944</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61944"/>
		<updated>2014-11-28T08:37:01Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a 10% damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61943</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61943"/>
		<updated>2014-11-28T07:56:17Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 15/30/45%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61942</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61942"/>
		<updated>2014-11-28T07:46:56Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61941</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61941"/>
		<updated>2014-11-28T07:46:31Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61940</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61940"/>
		<updated>2014-11-28T07:44:19Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* UFO Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61939</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61939"/>
		<updated>2014-11-28T07:44:00Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* UFO Accuracy */  New table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
== UFO Upgrades == &lt;br /&gt;
All UFOs gain an additional 75 hp, 8 damage, and 2 aim for every 30 points of alien research (roughly every 30 days). Some UFOs will gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
== UFO Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61938</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61938"/>
		<updated>2014-11-28T07:28:30Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61937</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61937"/>
		<updated>2014-11-28T07:27:41Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61936</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61936"/>
		<updated>2014-11-28T07:26:30Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61935</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61935"/>
		<updated>2014-11-28T07:24:11Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Supply Barge (Harvester) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61934</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61934"/>
		<updated>2014-11-28T07:21:14Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Battleship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61933</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61933"/>
		<updated>2014-11-28T07:19:06Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Assault Carrier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)/(2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61932</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61932"/>
		<updated>2014-11-28T07:15:05Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Abductor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)/(1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61931</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61931"/>
		<updated>2014-11-28T07:11:59Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Overseer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61930</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61930"/>
		<updated>2014-11-28T07:10:25Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)/(1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61929</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61929"/>
		<updated>2014-11-28T07:08:51Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61928</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61928"/>
		<updated>2014-11-28T07:07:27Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Raider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61927</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61927"/>
		<updated>2014-11-28T07:03:09Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61926</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61926"/>
		<updated>2014-11-28T07:02:36Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Fighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)/(2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61925</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61925"/>
		<updated>2014-11-28T06:59:36Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61924</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61924"/>
		<updated>2014-11-28T06:56:24Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61923</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61923"/>
		<updated>2014-11-28T06:54:59Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61922</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61922"/>
		<updated>2014-11-28T06:51:01Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Aircraft */  added hp and armor values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61921</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61921"/>
		<updated>2014-11-28T06:50:00Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Interceptors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
&lt;br /&gt;
Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
&lt;br /&gt;
Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61920</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61920"/>
		<updated>2014-11-28T06:47:28Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Adds 1000 hp to all interceptors ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61919</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61919"/>
		<updated>2014-11-28T06:46:00Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Increased Interceptor armor. Adds 1000 hp to all interceptors/firestorms. ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increases interceptor aim by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increases weapon armor penetration by 5  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61918</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61918"/>
		<updated>2014-11-28T06:37:08Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26) ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Increased Interceptor armor. Adds 1000 hp and 5 armor to all interceptors/firestorms. ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Interceptor aim increased by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increased weapon penetration.  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61917</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=61917"/>
		<updated>2014-11-28T06:36:19Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Tables */  added numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Wiki-facbox_hangar.png|right]]&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
* Every Skyranger launches &amp;amp; returns from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
&lt;br /&gt;
* Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm. Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger &lt;br /&gt;
&lt;br /&gt;
* As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 3 UFO Power Source, 6 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing Advanced Pulse Lasers research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (2.0) || align=&amp;quot;center&amp;quot; | Medium (340) || align=&amp;quot;center&amp;quot; | Low (0) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow (1.5) || align=&amp;quot;center&amp;quot; | Low (200) || align=&amp;quot;center&amp;quot; | Medium (10) ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon  || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | Medium (290)  || align=&amp;quot;center&amp;quot; | Low (5) ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.75) || align=&amp;quot;center&amp;quot; | Low (225) || align=&amp;quot;center&amp;quot; | Medium (18) ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | 35/50/65%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.0) || align=&amp;quot;center&amp;quot; | High (650) || align=&amp;quot;center&amp;quot; | High (22) ||align=&amp;quot;center&amp;quot; | 500 ||align=&amp;quot;center&amp;quot; | 25 || align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Alien Rifle ||align=&amp;quot;center&amp;quot; | 95 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid (0.55) || align=&amp;quot;center&amp;quot; | Medium (310) || align=&amp;quot;center&amp;quot; | High (30) ||align=&amp;quot;center&amp;quot; | 575(?) ||align=&amp;quot;center&amp;quot; | 40(?) || align=&amp;quot;center&amp;quot; | 100(?) ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Sectopod Wreck ||align=&amp;quot;center&amp;quot; | 100 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium (1.25) || align=&amp;quot;center&amp;quot; | High (1200) || align=&amp;quot;center&amp;quot; | High (26 ||align=&amp;quot;center&amp;quot; | 800 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 85 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 1 Fusion Core ||align=&amp;quot;center&amp;quot; | 120 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | 45 || align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Increased Interceptor armor. Adds 1000 hp and 5 armor to all interceptors/firestorms. ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increases combat time by 5 seconds.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | 45 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Interceptor aim increased by 10.||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increased weapon penetration.  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Supercapacitors || align=&amp;quot;center&amp;quot; | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 15 ||align=&amp;quot;center&amp;quot; | 2X UFO Power Sources ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Pulse Lasers&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Reduces UFO aim by 15 ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61916</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61916"/>
		<updated>2014-11-28T06:16:58Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: Added weapon types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
&lt;br /&gt;
Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
&lt;br /&gt;
Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
&lt;br /&gt;
The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
&lt;br /&gt;
The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
&lt;br /&gt;
Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61915</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=61915"/>
		<updated>2014-11-28T06:10:59Z</updated>

		<summary type="html">&lt;p&gt;Hborrgg: /* Scout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
== Scout ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Codename&#039;&#039;&#039;: Fulcrum&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy.&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium... though you&#039;ll have to remove the contingent of aliens first, of course.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy&lt;br /&gt;
&lt;br /&gt;
Structually the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Highest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower in exchange for more durability and more aliens on the craft itself. Use your best ships and plenty of modules. With luck, you might even bring it down. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
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= UFO Accuracy = &lt;br /&gt;
UFO accuracy is based on the weapon, not the UFO class.&lt;br /&gt;
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Single Plasma: 33% + 2% per 30 points of alien research (roughly 1 month)&lt;br /&gt;
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Double Plasma: 40% + 2% per 30 points of alien research&lt;br /&gt;
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Fusion Lance: 45% + 2% per 30 points of alien research&lt;br /&gt;
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The stances provide a +15%/-15% modifier. (Aggressive boosts alien aim, Defensive penalizes it)&lt;br /&gt;
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The UFO countermeasures project provides a -15% modifier to alien aim.&lt;br /&gt;
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Note that alien accuracy upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Hborrgg</name></author>
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