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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T10:26:39Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=102514</id>
		<title>Research (LWR)</title>
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		<updated>2021-07-14T01:43:13Z</updated>

		<summary type="html">&lt;p&gt;Irismono: /* Alien Interrogations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
&lt;br /&gt;
[[File:LW Rebalance -Tech Tree v1.32.04.gif|1600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 25 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Grenade Launcher (MEC)&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 30 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 25 || 50 || - || 80&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 80 || 30 || - || 90&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 210 &lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 500 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| Fusion Weapons || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Standard Plasma Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 10 || 40 || 70 || 10 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 120 || 10 || 180 || 5 || 90&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 180 || 5 || 90&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Interrogation&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;1&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Credits&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 15&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 70&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 95&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 120&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 135&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 130&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Antigrav Systems&#039;&#039;&amp;lt;/font&amp;gt; || -&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 170&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 2 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 5 Sectoid Corpses || 25&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || Stun Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || - || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 10 || 20 || 20 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Irismono</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=93521</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=93521"/>
		<updated>2020-07-19T01:56:05Z</updated>

		<summary type="html">&lt;p&gt;Irismono: /* Spy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Snapshot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabler (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
TESTING ONLY&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+1 | rank1-mob=+1 | rank1-will=+3&lt;br /&gt;
| rank2-hp=+1 | rank2-aim=- | rank2-mob=+1 | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+1 | rank3-mob=+1 | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=+1 | rank4-will=+3&lt;br /&gt;
| rank5-hp=- | rank5-aim=+1 | rank5-mob=+1 | rank5-will=+2&lt;br /&gt;
| rank6-hp=+1 | rank6-aim=- | rank6-mob=+1 | rank6-will=+3&lt;br /&gt;
| rank7-hp=+1 | rank7-aim=+1 | rank7-mob=+1 | rank7-will=+1&lt;br /&gt;
| hptotal=+4 | aimtotal=+4 | mobtotal=+7 | willtotal=+16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Holo Rounds&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Holo-targeting&#039;&#039;, and &#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Strike Rifle Ranger===&lt;br /&gt;
Role: Anti-Overwatch/Disabler/Remover&lt;br /&gt;
&lt;br /&gt;
This build focuses on the Scout&#039;s use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.&lt;br /&gt;
&lt;br /&gt;
Sample Ranger:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt;  Disabler -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Marksman&#039;s Scope.&lt;br /&gt;
&lt;br /&gt;
===Flanker===&lt;br /&gt;
Role: Recon/Flank Damage &amp;amp; Crits&lt;br /&gt;
&lt;br /&gt;
Flankers are a LWR variant on the classic &amp;quot;Runner&amp;quot; build from Long War 1.0, their main focus is on reconnaissance and keeping the AI out of position with flanks, as such, perks are taken at several levels to improve mobility. In LW 1.0 there were several methods to increase crit chances and damage without items, these are far less common in LWR, so building +crit equipment for your Flanker scouts (such as Targeting Modules) is more of a priority. Flankers perform very well with Shotguns, but can also be equipped with SMGs or Carbines as alternatives.&lt;br /&gt;
&lt;br /&gt;
Sample Flanker:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Shadowstep -&amp;gt; VPT -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Laser Sight, Targeting Module.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
Role: Covert Operative&lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s job is to move fast and not get hit by EXALT, this means minimal focus is put into anything other than speed and survivability. No damage upgrades, no support abilities, all speed. As a plus, this soldier can sub in as a Strike Rifle Scout when not on a covert op, and thanks to Extra Conditioning should be consistently available. Holo Rounds provides some emergency utility to teammates during Covert Ops, and during regular operations is a reliable skill in general, with the possibility to chain when using a strike rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Spy:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt; Holo Rounds -&amp;gt; Concealment -&amp;gt; Sprinter - EC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: As always, Low Profile does not apply to Concealment. This is the absolute highest mobility a soldier can get without Equipment, the total gain (Shadowstep&#039;s 1.2, Sprinter&#039;s 1.2, and EC&#039;s 0.6, combined with the 0.6 gained from being a scout) is 3.6 tiles of movement. Walker Servos is not recommended for Spies, because Walker Servos sets movement to 8.7 tiles, which would likely be slower than the scout could move otherwise.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&lt;br /&gt;
&lt;br /&gt;
===Mobile Support Unit===&lt;br /&gt;
Role: Mobile Support...&lt;br /&gt;
&lt;br /&gt;
Support Scouts rarely shoot, instead they spend their time keeping units safe with smoke, topping off allies with medkits, or dealing out justice with Chem and Concussion Grenades. When they do shoot they make sure the rest of their team hits with Holo Targeting, but otherwise they mostly stay in midrange or concealed until necessary. MSUs are a decent choice for carrying Stun Rifles, but Carbines are also an excellent alternative should the higher damage output be desirable. MSU is a good way to build high will scouts if you don&#039;t intend to turn them into Jaegers, as Psi Grenades and Mimic Beacons both fall under the support grenade category.&lt;br /&gt;
&lt;br /&gt;
Sample MSU:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid -&amp;gt; Holo Rounds -&amp;gt; Concealment -&amp;gt; Packmaster - EC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke and Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reccomended Equipment: Support Grenades (Smoke, Concussion (Flashbang), Chem, Psi Grenade, Mimic Beacon)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Irismono</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=93520</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=93520"/>
		<updated>2020-07-19T01:52:25Z</updated>

		<summary type="html">&lt;p&gt;Irismono: /* Sample Builds */  Added the &amp;quot;Mobile Support Unit&amp;quot; build.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Snapshot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabler (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
TESTING ONLY&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+1 | rank1-mob=+1 | rank1-will=+3&lt;br /&gt;
| rank2-hp=+1 | rank2-aim=- | rank2-mob=+1 | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+1 | rank3-mob=+1 | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=+1 | rank4-will=+3&lt;br /&gt;
| rank5-hp=- | rank5-aim=+1 | rank5-mob=+1 | rank5-will=+2&lt;br /&gt;
| rank6-hp=+1 | rank6-aim=- | rank6-mob=+1 | rank6-will=+3&lt;br /&gt;
| rank7-hp=+1 | rank7-aim=+1 | rank7-mob=+1 | rank7-will=+1&lt;br /&gt;
| hptotal=+4 | aimtotal=+4 | mobtotal=+7 | willtotal=+16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Holo Rounds&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Holo-targeting&#039;&#039;, and &#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Strike Rifle Ranger===&lt;br /&gt;
Role: Anti-Overwatch/Disabler/Remover&lt;br /&gt;
&lt;br /&gt;
This build focuses on the Scout&#039;s use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.&lt;br /&gt;
&lt;br /&gt;
Sample Ranger:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt;  Disabler -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Marksman&#039;s Scope.&lt;br /&gt;
&lt;br /&gt;
===Flanker===&lt;br /&gt;
Role: Recon/Flank Damage &amp;amp; Crits&lt;br /&gt;
&lt;br /&gt;
Flankers are a LWR variant on the classic &amp;quot;Runner&amp;quot; build from Long War 1.0, their main focus is on reconnaissance and keeping the AI out of position with flanks, as such, perks are taken at several levels to improve mobility. In LW 1.0 there were several methods to increase crit chances and damage without items, these are far less common in LWR, so building +crit equipment for your Flanker scouts (such as Targeting Modules) is more of a priority. Flankers perform very well with Shotguns, but can also be equipped with SMGs or Carbines as alternatives.&lt;br /&gt;
&lt;br /&gt;
Sample Flanker:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Shadowstep -&amp;gt; VPT -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Laser Sight, Targeting Module.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
Role: Covert Operative&lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s job is to move fast and not get hit by EXALT, this means minimal focus is put into anything other than speed and survivability. No damage upgrades, no support abilities, all speed. As a plus, this soldier can sub in as a Strike Rifle Scout when not on a covert op, and thanks to Extra Conditioning should be consistently available. Holo Rounds provides some emergency utility to teammates during Covert Ops, and during regular operations is a reliable skill in general, with the possibility to chain when using a strike rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Spy:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt; Holo Rounds -&amp;gt; Concealment -&amp;gt; Sprinter - EC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: As always, Low Profile does not apply to Concealment. This is the absolute highest mobility a soldier can get without Equipment, the total gain (Shadowstep&#039;s 1.2, Sprinter&#039;s 1.2, and EC&#039;s 0.6, combined with the 0.6 gained from being a scout) is 3.6 tiles of movement.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment:&lt;br /&gt;
&lt;br /&gt;
===Mobile Support Unit===&lt;br /&gt;
Role: Mobile Support...&lt;br /&gt;
&lt;br /&gt;
Support Scouts rarely shoot, instead they spend their time keeping units safe with smoke, topping off allies with medkits, or dealing out justice with Chem and Concussion Grenades. When they do shoot they make sure the rest of their team hits with Holo Targeting, but otherwise they mostly stay in midrange or concealed until necessary. MSUs are a decent choice for carrying Stun Rifles, but Carbines are also an excellent alternative should the higher damage output be desirable. MSU is a good way to build high will scouts if you don&#039;t intend to turn them into Jaegers, as Psi Grenades and Mimic Beacons both fall under the support grenade category.&lt;br /&gt;
&lt;br /&gt;
Sample MSU:&lt;br /&gt;
&#039;&#039;Smoke and Mirrors -&amp;gt; First Aid -&amp;gt; Holo Rounds -&amp;gt; Concealment -&amp;gt; Packmaster - EC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Smoke and Mirrors (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{First Aid (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Packmaster (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Reccomended Equipment: Support Grenades (Smoke, Concussion (Flashbang), Chem, Psi Grenade, Mimic Beacon)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Irismono</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=93252</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=93252"/>
		<updated>2020-07-17T16:00:29Z</updated>

		<summary type="html">&lt;p&gt;Irismono: /* Spy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Snapshot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabler (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
TESTING ONLY&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+1 | rank1-mob=+1 | rank1-will=+3&lt;br /&gt;
| rank2-hp=+1 | rank2-aim=- | rank2-mob=+1 | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+1 | rank3-mob=+1 | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=+1 | rank4-will=+3&lt;br /&gt;
| rank5-hp=- | rank5-aim=+1 | rank5-mob=+1 | rank5-will=+2&lt;br /&gt;
| rank6-hp=+1 | rank6-aim=- | rank6-mob=+1 | rank6-will=+3&lt;br /&gt;
| rank7-hp=+1 | rank7-aim=+1 | rank7-mob=+1 | rank7-will=+1&lt;br /&gt;
| hptotal=+4 | aimtotal=+4 | mobtotal=+7 | willtotal=+16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Holo Rounds&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Holo-targeting&#039;&#039;, and &#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Strike Rifle Ranger===&lt;br /&gt;
Role: Anti-Overwatch/Disabler/Remover&lt;br /&gt;
&lt;br /&gt;
This build focuses on the Scout&#039;s use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.&lt;br /&gt;
&lt;br /&gt;
Sample Ranger:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt;  Disabler -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Marksman&#039;s Scope.&lt;br /&gt;
&lt;br /&gt;
===Flanker===&lt;br /&gt;
Role: Recon/Flank Damage &amp;amp; Crits&lt;br /&gt;
&lt;br /&gt;
Flankers are a LWR variant on the classic &amp;quot;Runner&amp;quot; build from Long War 1.0, their main focus is on reconnaissance and keeping the AI out of position with flanks, as such, perks are taken at several levels to improve mobility. In LW 1.0 there were several methods to increase crit chances and damage without items, these are far less common in LWR, so building +crit equipment for your Flanker scouts (such as Targeting Modules) is more of a priority. Flankers perform very well with Shotguns, but can also be equipped with SMGs or Carbines as alternatives.&lt;br /&gt;
&lt;br /&gt;
Sample Flanker:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Shadowstep -&amp;gt; VPT -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Laser Sight, Targeting Module.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
Role: Covert Operative&lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s job is to move fast and not get hit by EXALT, this means minimal focus is put into anything other than speed and survivability. No damage upgrades, no support abilities, all speed. As a plus, this soldier can sub in as a Strike Rifle Scout when not on a covert op, and thanks to Extra Conditioning should be consistently available. Holo Rounds provides some emergency utility to teammates during Covert Ops, and during regular operations is a reliable skill in general, with the possibility to chain when using a strike rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Spy:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt; Holo Rounds -&amp;gt; Concealment -&amp;gt; Sprinter - EC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Holo Rounds (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Sprinter (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: As always, Low Profile does not apply to Concealment. This is the absolute highest mobility a soldier can get without Equipment, the total gain (Shadowstep&#039;s 1.2, Sprinter&#039;s 1.2, and EC&#039;s 0.6, combined with the 0.6 gained from being a scout) is 3.6 tiles of movement.&lt;br /&gt;
&lt;br /&gt;
Reccomended Equipment:&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Irismono</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=92997</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=92997"/>
		<updated>2020-07-15T22:57:50Z</updated>

		<summary type="html">&lt;p&gt;Irismono: /* Sample Builds */ Added the Spy and Flanker builds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Snapshot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabler (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
TESTING ONLY&lt;br /&gt;
&lt;br /&gt;
{{Stat Progression Table (LWR)&lt;br /&gt;
| rank1-hp=+1 | rank1-aim=+1 | rank1-mob=+1 | rank1-will=+3&lt;br /&gt;
| rank2-hp=+1 | rank2-aim=- | rank2-mob=+1 | rank2-will=+2&lt;br /&gt;
| rank3-hp=- | rank3-aim=+1 | rank3-mob=+1 | rank3-will=+2&lt;br /&gt;
| rank4-hp=- | rank4-aim=- | rank4-mob=+1 | rank4-will=+3&lt;br /&gt;
| rank5-hp=- | rank5-aim=+1 | rank5-mob=+1 | rank5-will=+2&lt;br /&gt;
| rank6-hp=+1 | rank6-aim=- | rank6-mob=+1 | rank6-will=+3&lt;br /&gt;
| rank7-hp=+1 | rank7-aim=+1 | rank7-mob=+1 | rank7-will=+1&lt;br /&gt;
| hptotal=+4 | aimtotal=+4 | mobtotal=+7 | willtotal=+16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Holo Rounds&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Holo-targeting&#039;&#039;, and &#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Strike Rifle Ranger===&lt;br /&gt;
Role: Anti-Overwatch/Disabler/Remover&lt;br /&gt;
&lt;br /&gt;
This build focuses on the Scout&#039;s use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.&lt;br /&gt;
&lt;br /&gt;
Sample Ranger:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt;  Disabler -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Ability List Display&lt;br /&gt;
|level1={{Snapshot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level2={{Shadowstep (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level3={{Disabler (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level4={{Concealment (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
|level6={{Ranger (LWR)|align=center|topbotpad=7}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Marksman&#039;s Scope.&lt;br /&gt;
&lt;br /&gt;
===Flanker===&lt;br /&gt;
Role: Recon/Flank Damage &amp;amp; Crits&lt;br /&gt;
&lt;br /&gt;
Flankers are a LWR variant on the classic &amp;quot;Runner&amp;quot; build from Long War 1.0, their main focus is on reconnaissance and keeping the AI out of position with flanks, as such, perks are taken at several levels to improve mobility. In LW 1.0 there were several methods to increase crit chances and damage without items, these are far less common in LWR, so building +crit equipment for your Flanker scouts (such as Targeting Modules) is more of a priority. Flankers perform very well with Shotguns, but can also be equipped with SMGs or Carbines as alternatives.&lt;br /&gt;
&lt;br /&gt;
Sample Flanker:&lt;br /&gt;
&#039;&#039;Hit and Run -&amp;gt; Shadowstep -&amp;gt; VPT -&amp;gt; Concealment -&amp;gt; Sprinter -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment.&lt;br /&gt;
&lt;br /&gt;
Recommended Equipment: Laser Sight, Targeting Module.&lt;br /&gt;
&lt;br /&gt;
===Spy===&lt;br /&gt;
Role: Covert Operative&lt;br /&gt;
&lt;br /&gt;
The Spy&#039;s job is to move fast and not get hit by EXALT, this means minimal focus is put into anything other than speed and survivability. No damage upgrades, no support abilities, all speed. As a plus, this soldier can sub in as a Strike Rifle Scout when not on a covert op, and thanks to Extra Conditioning should be consistently available. Holo Rounds provides some emergency utility to teammates during Covert Ops, and during regular operations is a reliable skill in general, with the possibility to chain when using a strike rifle. &lt;br /&gt;
&lt;br /&gt;
Sample Spy:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt; Holo Rounds -&amp;gt; Concealment -&amp;gt; Sprinter - EC&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes: As always, Low Profile does not apply to Concealment. This is the absolute highest mobility a soldier can get without Equipment, the total gain (Shadowstep&#039;s 1.2, Sprinter&#039;s 1.2, and EC&#039;s 0.6, combined with the 0.6 gained from being a scout) is 3.6 tiles of movement.&lt;br /&gt;
&lt;br /&gt;
Reccomended Equipment: Walker Servos.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Irismono</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=92583</id>
		<title>Scout (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(LWR)&amp;diff=92583"/>
		<updated>2020-07-14T11:27:33Z</updated>

		<summary type="html">&lt;p&gt;Irismono: /* Sample Builds */  Added the &amp;quot;Strike Rifle Ranger&amp;quot; Build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Scout&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Reconnaissance&#039;&#039;&#039;, which allows them to detect nearby aliens when not engaged in combat.&lt;br /&gt;
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:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs, Arc Rifles, Stun Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine Pistols, Sawed-off Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
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== Abilities ==&lt;br /&gt;
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{{Class Tree (LWR)|&lt;br /&gt;
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal2={{Snapshot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal1={{First Aid (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal2={{Bullseye (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Corporal3={{Shadowstep (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant1={{Holo Rounds (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant2={{Disabler (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|GunSgt3={{Sprinter (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt1={{Extra Conditioning (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
|MSgt2={{Ranger (LWR) |text=1|topbotpad=10}}&lt;br /&gt;
}}&lt;br /&gt;
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== Stat Progression ==&lt;br /&gt;
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== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
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The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it&#039;s only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
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Scouts have a great deal of flexibility, thanks in part to their innate &#039;&#039;Low Profile&#039;&#039;, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  &#039;&#039;Shadowstep&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +5 aim to shots against spotted targets. They can be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;Snapshot&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Precision Shot&#039;&#039;, &#039;&#039;Bullseye&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Holo Rounds&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with &#039;&#039;Snapshot&#039;&#039; even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters &#039;&#039;Hit and Run&#039;&#039; attacks.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad. &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;. &#039;&#039;Holo-targeting&#039;&#039;, and &#039;&#039;Battle Scanners&#039;&#039; offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with &#039;&#039;First Aid&#039;&#039; as well.&lt;br /&gt;
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Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
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==Sample Builds==&lt;br /&gt;
===Strike Rifle Ranger===&lt;br /&gt;
Role: Anti-Overwatch/Disabler/Remover&lt;br /&gt;
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This build focuses on the Scout&#039;s use of Strike Rifles. and maximizing the effect and utility of them. The general playstyle is to keep the scout in the midline and use disabling and precision shots to deal with heavy mechanicals and other troublesome targets. While not guaranteed, Snapshot provides a pretty good chance to chain multiple Strike Rifle shots, and more importantly makes the scout nigh-immune to reaction fire when combined with Shadowstep. Precision Shot allows for High Damage removal on demand, but can be replaced with Sprinter if the mobility is more desirable. Like all scout builds, the Ranger has concealment, which can be used to approach enemy lines, or cheese the AI with LOS breaking. Snapshot combines with both Disabling and Precision Shots, meaning that shot chaining is even more possible than it may initially seem.&lt;br /&gt;
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Sample Scout:&lt;br /&gt;
&#039;&#039;Snapshot -&amp;gt; Shadowstep -&amp;gt;  Disabler -&amp;gt; Concealment -&amp;gt; Precision Shot -&amp;gt; Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notes: Low Profile does not work with Concealment. Ranger allows some general offensive utility, and allows for the carrying of a machine pistol if desired. Precision Shot can be switched out for Sprinter, or Ranger for Extra conditioning if the mobility/health /reduced fatigue is desirable.&lt;br /&gt;
Equipment: Marksman&#039;s Scope.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Long War Rebalance]]&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Irismono</name></author>
	</entry>
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