<?xml version="1.0"?>
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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jefftg7</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jefftg7"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Jefftg7"/>
	<updated>2026-05-01T05:59:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HEAT_Warheads_(Long_War)&amp;diff=72681</id>
		<title>Template:HEAT Warheads (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HEAT_Warheads_(Long_War)&amp;diff=72681"/>
		<updated>2016-09-09T00:41:41Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVY HEAT AMMO.png|32px|{{{align|center}}}|HEAT Warheads]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Warheads|HEAT Warheads]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Your rockets and grenades do an additional 50% damage to robotic enemies after damage reduction is assessed.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:HEAT_Ammo_(Long_War)&amp;diff=72680</id>
		<title>Template:HEAT Ammo (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:HEAT_Ammo_(Long_War)&amp;diff=72680"/>
		<updated>2016-09-09T00:40:38Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HEAVY HEAT AMMO.png|32px|{{{align|center}}}|HEAT Ammo]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#HEAT Ammo|HEAT Ammo]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Your primary weapon does an additional 50% damage to robotic enemies after any damage reduction is assessed. It has no effect if your primary weapon is a shotgun class weapon.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=72679</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=72679"/>
		<updated>2016-09-08T18:31:52Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: Clarified how shot reflections works for Ethereals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, &#039;&#039;&#039;Aliens&#039;&#039;&#039; deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one &#039;&#039;Squad Leader&#039;&#039; alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a &#039;&#039;Navigator&#039;&#039; alien in addition to its other pod-mates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
Squad leaders initially start at Level 0, but as alien research progresses, they begin to start being able to acquire high level alien leaders, until a maximum of Level 7 on normal missions, at Level 8 or 9 on special missions (landed large UFOs, Temple Ship, etc.). At Alien Research 40, aliens start having the chance to roll a Level 1 leader for all pods. The chance to roll every level of leader for a pod is the same; for example, at Alien Research 120, a pod has a 25% chance to roll a Level 3 leader, a 25% chance for a Level 2, a 25% chance for a Level 1, and a 25% chance for a Level 0.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad leader and navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Disclaimer: The &amp;quot;Appears&amp;quot; Month listed for each Alien is the month it would appear it normally with a time-only based Alien Research progression. Bonus Research from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these Aliens to appear during a month ahead of their schedule. In addition, Landed UFOs present the possibility of Aliens one (1) month ahead of their standard schedule during that mission.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Legend for Stat/Perk Progression Tables&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FFB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; || &#039;&#039;&#039;Navigator upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are available to all aliens of this type, including leaders. They have a certain chance of appearing, indicated in the &amp;quot;navigator chance&amp;quot; column, which is rolled per alien. The number of navigators in a pod is not limited.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #FBB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || &#039;&#039;&#039;Leader upgrades.&#039;&#039;&#039; &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These are only available to leader aliens of that type. The alien leader&#039;s level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Level 8 leaders are temple ship only, and level 9 leaders are boss/monster aliens only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Easy Aliens==&lt;br /&gt;
===Sectoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|hp=3 - 14&lt;br /&gt;
|damage=3 - 8&lt;br /&gt;
|aim=55 - 79&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to &#039;&#039;Mind Merge&#039;&#039;, &#039;&#039;Mindfray&#039;&#039; and &#039;&#039;Psi Panic&#039;&#039;. The good news is that &#039;&#039;Mindfray&#039;&#039; has been altered to only do 1 damage. Be aware that &#039;&#039;Mind Merge&#039;&#039; has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the &#039;&#039;Low Profile&#039;&#039; perk. All Sectoids technically have the &#039;&#039;Gunslinger&#039;&#039; perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular Sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Sectoids carry Alien Pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses. After &#039;&#039;Xenobiology&#039;&#039; is researched, the Council will request Sectoid Corpses from time to time. Typical requests exchange 6 Sectoids for 1 or 2 scientists, plus a 10% boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 3 || 3 || 65 || 0 || 0 || 12 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Gunslinger (Long War) }} || {{ Suppression (Long War) }} || {{ Mindfray (Long War) }} || {{ Mind Merge (Long War) }} || {{ Psi Panic (Long War) }} || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 720 || - || +1 || - || - || - || - || - || +5 || +2 || {{ Adaptive Bone Marrow (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || - || +4 || +5 || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || - || +5 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +4 || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 7&lt;br /&gt;
|hp=3 - 10&lt;br /&gt;
|aim=50 - 70&lt;br /&gt;
|defense=-5 - 7&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have &#039;&#039;Holo-Targeting&#039;&#039;, making them a bit more dangerous when supporting other aliens. Drones also start at 80% size at the beginning of the campaign with a navigator upgrade.&lt;br /&gt;
&lt;br /&gt;
A Level 9 Drone, the Atlas Drone, can appear in a scripted terror mission encounter even without sufficient Alien Research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the &#039;&#039;Field Repairs&#039;&#039; Foundry project and the Holo-Targeter. Later-game, Drone Wrecks are required for several Foundry projects including &#039;&#039;Field Repairs&#039;&#039; (10), &#039;&#039;Drone Capture&#039;&#039; (30), &#039;&#039;Improved Arc Thrower&#039;&#039; (10), &#039;&#039;Sentinel Drone&#039;&#039; (10), and &#039;&#039;Advanced Flight&#039;&#039; (5). Also, two Drone Wrecks are required for UFO Tracking (Boost).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 3 || 3 || 60 || 0 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Flight (Long War) }} || {{ Hardened (Long War) }} || {{ Repair (Long War) }} || {{ Robotic (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || - || - || - || - || 2 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +2 || +2 || - || - || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || -  || - || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || - || - || - || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +3 || +15 || +15 || - || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|damage=6 - 10&lt;br /&gt;
|hp=10 - 23&lt;br /&gt;
|aim=65 - 95&lt;br /&gt;
|defense=0 - 15&lt;br /&gt;
|will=100 - 140&lt;br /&gt;
|move=12 - 16&lt;br /&gt;
}}&lt;br /&gt;
Long War &#039;&#039;&#039;Outsiders&#039;&#039;&#039; are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 to 6.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with Flashbangs and &#039;&#039;Suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Outsiders captured alive grant Outsider Shards, which can be fashioned into Skeleton Keys. These are essential for initiating Base Assault missions, a requirement for ending the game. They also carry Alien Carbines. Killed Outsiders provide nothing.&lt;br /&gt;
&lt;br /&gt;
Note: The bonus regen column includes the bonus conferred by &#039;&#039;Adaptive Bone Marrow&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 6 || 10 || 75 || 4 || 0 || 12 || 100&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +10 || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || +10 || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Suppression (Long War) }} || {{ Muscle Fiber Density (Long War) }} || {{ Adaptive Bone Marrow (Long War) }} || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +15 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +3 || +4 || +4 || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || - || +5 || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || Outsider Commander&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || - || - || - || +10 || {{ Damage Control (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 7&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=60 - 95&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; are quite similar to vanilla, with high mobility, mediocre aim and low will. The main change is that their poison has been replaced with acid, which lowers aim (flat -20%) and mobility (25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc. will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with Medikits or sealed armor are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
A Level 9 Thin Man, the Typhon, can appear in a scripted encounter in Furies without the prerequisite alien research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the &#039;&#039;Improved Medikit&#039;&#039; Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 70 || 4 || 0 || 14 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || +5 || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || - || +5 || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Acidic (Long War) }} || {{ Acid Spit (Long War) }} || {{ Leap (Long War) }} || {{ Suppression (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || +5 || - || - || - || - || - || - || {{ Deadeye (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +2 || +5 || +10 || +7 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 8&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=55 - 80&lt;br /&gt;
|defense=-5 - 11&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
|move=12 - 20&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; behave identically to vanilla Floaters. Floater squad leaders often gain the &#039;&#039;Damn Good Ground&#039;&#039; ability, which, given their ability to fly, makes them significantly more dangerous than regular Floaters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Floaters leave corpses (10-autopsy, 30-&#039;&#039;Armored Fighters&#039;&#039;, 25-&#039;&#039;Shaped Armor&#039;&#039;, 3-Uplink Targeting (Aim)) and carry Alien Carbines. Floater interrogation provides aerospace research credit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 5 || 5 || 65 || 4 || 0 || 13 || 20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || -1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +1 || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Flight (Long War) }} || {{ Launch (Long War) }} || {{ Suppression (Long War) }} || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || - || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 4 || Floater Raider&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +3 || +5 || +15 || +6 || {{ Aggression (Long War) }} {{ Repair Servos (Long War) }} {{ Tactical Sense (Long War) }} || 8 || Great Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=April&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|damage=2 - 5&lt;br /&gt;
|hp=4 - 15&lt;br /&gt;
|aim=55 - 76&lt;br /&gt;
|defense=0 - 20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16 - 25&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and Strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to Engineers and Scouts as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the &#039;&#039;Gunslinger&#039;&#039; perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and &#039;&#039;UFO Countermeasures&#039;&#039; Foundry project (10).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 2 || 4 || 65 || 0 || 0 || 16 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Flight (Long War) }} || {{ Gunslinger (Long War) }} || {{ Strangle (Long War) }} || {{ Robotic (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || +1 || +5 || +2 || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || Wraith&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March/April&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 12&lt;br /&gt;
|hp=8 - 20&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=10 - 35&lt;br /&gt;
|will=50 - 70&lt;br /&gt;
|move=20 - 27&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have &#039;&#039;Lightning Reflexes&#039;&#039;, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/HE grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, Flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a Flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during Terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid squad leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more Chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 8 || - || 25 || 10 || 20 || 50&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || - || - || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Acidic (Long War) }} || {{ Hardened (Long War) }} || {{ Implant (Long War) }} || {{ Leap (Long War) }} || {{ Melee }} || {{ Robotic (Long War) }} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || +1 || +2 || - || +5 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || +1 || +2 || - || +5 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || - || +5 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +10 || - || +5 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March/April&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 15&lt;br /&gt;
|hp=12 - 37&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=0 - 10&lt;br /&gt;
|will=120 - 150&lt;br /&gt;
|move=9 - 15&lt;br /&gt;
}}&lt;br /&gt;
Not even &#039;&#039;&#039;Zombies&#039;&#039;&#039; are immune to getting tweaked in Long War - at first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular Zombies, the members of this Zombie &amp;quot;pack&amp;quot; do not seem to spawn Chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 7 || 12 || - || 0 || 0 || 9 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +3 || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Acidic (Long War) }} || {{ Melee }} || || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || +1 || - || - || - || - || - || +2 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=May&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=8 - 22&lt;br /&gt;
|aim=60 - 82&lt;br /&gt;
|defense=10 - 33&lt;br /&gt;
|will=30 - 60&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. Muton grenades also have a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards&#039;&#039;: Either Alien Carbine or Alien Rifle when Captured, and also Alien Grenade if &#039;&#039;Alien Grenades&#039;&#039; Foundry project isn&#039;t completed. Muton Corpses are required for autopsy (10) and &#039;&#039;Ammo Conservation&#039;&#039; Foundry project (20). The Muton interrogation gives a 25% research credit towards gauss weaponry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 6 -&amp;gt; 8* || 8 || 76 -&amp;gt; 70* || 4 || 10 || 12 || 30&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +2 || - || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Alien Grenade (Long War) }} || {{ Blood Call (Long War) }} || {{ Intimidate (Long War) }} || {{ Suppression (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || +2 || +2 || +4 || {{ Fortiores Una (Long War) }} {{ Will To Survive (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +2 || +10 || +4 || +8 || {{ Light Em Up (Long War) }} {{ Tandem Warheads (Long War) }} || 7 || Muton Centurion&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +2 || +5 || +10 || +10 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hard Aliens==&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=June&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=9 - 14&lt;br /&gt;
|hp= 18 - 32&lt;br /&gt;
|aim = 60 - 74&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18 - 22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the &#039;&#039;Automated Threat Assessment&#039;&#039; perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting. This grenade has a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with &#039;&#039;HEAT Ammo/Warheads&#039;&#039;, or a soldier with Shredder Ammo/Rockets. Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful &#039;&#039;Death Blossom&#039;&#039; attack, or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with &#039;&#039;Holo-Targeting&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &#039;&#039;Hardened&#039;&#039; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack. A Cyberdisc that overwatches can often be hit when open twice, by shooting it, then drawing out its overwatch with a Scout, causing it to reopen for a second shot.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &#039;&#039;Death Blossom&#039;&#039;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 9 || 18 || 70 || 8 || 0 || 18 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +1 || +3 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Alien Grenade (Long War) }} || {{ Automated Threat Assessment (Long War) }} || {{ Bombard (Long War) }} || {{ Death Blossom (Long War) }} || {{ Flight (Long War) }} || {{ Hardened (Long War) }} || {{ Robotic (Long War) }} ||&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +1 || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || - || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || - || {{ HEAT Ammo (Long War) }} {{ Repair Servos (Long War) }} || 4 || Cyberdisc Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || - || +15 || +5 || - || {{ Combined Arms (Long War) }} {{ HEAT Warheads (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Dreadnought&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=August&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 11&lt;br /&gt;
|hp=25 - 39&lt;br /&gt;
|shield=6 - 13&lt;br /&gt;
|aim=65 - 85&lt;br /&gt;
|defense=0 - 8&lt;br /&gt;
|will=40 - 64&lt;br /&gt;
|move=14 - 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Chem Grenades will hurt their accuracy a bit.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; also grants a significant amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Mechtoid Cores are required for autopsy (3), &#039;&#039;Advanced Servomotors&#039;&#039; Foundry project (8), and Psi Screen device (1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Health (Long War)}} Shield HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 25 || 6 || 75 || 8 || 0 || 14 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +3 || +5 || - || - || - || - || - || +20&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Combined Arms (Long War) }} || {{ Hardened (Long War) }} || {{ Light Em Up (Long War) }} || {{ Robotic (Long War) }} || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;9%&amp;quot; |{{Health (Long War)}} Shield HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +2 || +10 || +2 || +3 || {{ Absorption Fields (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || - || - || - || - || {{ HEAT Ammo (Long War) }} {{ Squadsight (Long War) }} || 9 || Colossus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=August&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 20&lt;br /&gt;
|hp=20 - 44&lt;br /&gt;
|aim=0&lt;br /&gt;
|defense=20 - 30&lt;br /&gt;
|will=80 - 110&lt;br /&gt;
|move=17 - 23&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill. It will also reduce its movement from &#039;&#039;Bloodlust&#039;&#039;, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are Chem Grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with &#039;&#039;Rift&#039;&#039; outside of the Temple Ship, using their aggression against them to make them wander in and out of the &#039;&#039;Psionic Storm&#039;&#039; will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed &#039;&#039;Close Combat Specialist&#039;&#039; Assaults (optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Berserkers don&#039;t carry a weapon. Their corpses are needed for autopsy (5), &#039;&#039;MEC Close Combat&#039;&#039; (8), and Combat Stims (1).  Interrogating a Berserker gives a 25% research credit towards all armor technologies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 60 || 33 || 20 || 17 || 80&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || +2 || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || +5 || - || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Bloodlust (Long War) }} || {{ Bull Rush (Long War) }} || {{ Intimidate (Long War) }} || {{ Hardened (Long War) }} || {{ Muscle Fiber Density (Long War) }} || {{ Melee }} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || +2 || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || +2 || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +2 || - || +3 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +2 || - || +3 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || +1 || +2 || - || +3 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || - || +3 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +5 || - || +3 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 320 || +1 || +15 || - || +3 || {{ Lightning Reflexes (Long War) }} {{ Tactical Sense (Long War) }} || 9 || Mongo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=September&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=4 - 9&lt;br /&gt;
|hp=15 - 36&lt;br /&gt;
|aim=55&lt;br /&gt;
|defense=20 - 39&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use &#039;&#039;Mind Control&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses are needed for Mind Shield. Their interrogation provides 25% research credit towards psionic research and &#039;&#039;Psi Warfare Systems&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 4 || 15 || 65 || 0 || 20 || 12 || 90&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Gunslinger (Long War) }} || {{ Mind Control (Long War) }} || {{ Mindfray (Long War) }} || {{ Mind Merge (Long War) }} || {{ Psi Panic (Long War) }} || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || +1 || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || - || - || +3 || - || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || +1 || +3 || - || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || +1 || +2 || - || +4 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || +2 || - || +4 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=October&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=15 - 29&lt;br /&gt;
|aim=60 - 76&lt;br /&gt;
|defense=10 - 30&lt;br /&gt;
|will=25 - 41&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can now throw grenades, and with the &#039;&#039;Bombard&#039;&#039; perk, can throw them very far. This grenade has a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), &#039;&#039;Advanced Flight&#039;&#039; (5), and &#039;&#039;Advanced Repair&#039;&#039; (4). Interrogation provides plasma technologies research bonus.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 8 || 15 || 70 || 8 || 10 || 12 || 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || -5 || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || +1 || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Alien Grenade (Long War) }} || {{ Bombard (Long War) }} || {{ Flight (Long War) }} || {{ Launch (Long War) }} || {{ Suppression (Long War) }} || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || +2 || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +3 || - || - || +1 || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +2 || +4 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || +2 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Aircobra&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || Warmaster&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || +2 || +3 || +8 || +5 || {{ Combined Arms (Long War) }} {{ Danger Zone (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Archon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=November &lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 12&lt;br /&gt;
|hp=20 - 40&lt;br /&gt;
|aim=70 - 86&lt;br /&gt;
|defense=20 - 40&lt;br /&gt;
|will=40 - 85&lt;br /&gt;
|move=12 - 15&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They appear as Pod Leaders first, usually in pairs like normal Mutons, in the late game they entirely replace Mutons on missions.&lt;br /&gt;
Care must be taken, because they have a lot of innate defense and &#039;&#039;Tactical Sense&#039;&#039;, as well as a lot of firepower at their disposal. Their Heavy Plasma Weapons are both destructive and highly damaging, and even though they lost &#039;&#039;Initimidate&#039;&#039;, they still benefit from &#039;&#039;Bloodlust&#039;&#039;. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.&lt;br /&gt;
&lt;br /&gt;
Their overwatch becomes lethal with &#039;&#039;Oppurtunist&#039;&#039;, &#039;&#039;Covering Fire&#039;&#039; and &#039;&#039;Sentinel&#039;&#039;, they can fire twice with &#039;&#039;Light&#039; Em Up&#039;&#039; and further with &#039;&#039;Squadsight&#039;&#039;, crit with &#039;&#039;Aggression&#039;&#039; and &#039;&#039;Bring &#039;Em On&#039;&#039; and respond to fire with RTS. Watch out for &#039;&#039;Bombard&#039;&#039; grenades, &#039;&#039;HEAT and Tandem Warheads&#039;&#039; as well. A encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. &lt;br /&gt;
&lt;br /&gt;
One using Psionics to attack them should take care too, as they gain high will and &#039;&#039;Neural Damping&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Muton Elites are the only aliens carrying Alien Heavy Weapons. Their corpses are extremely useful, too, since 20 are needed for the extremely useful &#039;&#039;Tactical Rigging&#039;&#039;, and 5 for autopsy. Interrogating a Muton Elite gives a 25% research bonus to all weapon technologies and projects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 80 || 0 || 20 || 12 || 40&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +3 || - || - || - || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Alien Grenade (Long War) }} || {{ Bombard (Long War) }} || {{ Suppression (Long War) }} || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Adaptive Bone Marrow (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || 100% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +3 || {{ Fortiores Una (Long War) }} {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 160 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 200 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || +1 || +2 || +2 || +4 || {{ Covering Fire (Long War) }} {{ Squadsight (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} {{ Adaptive Bone Marrow (Long War) }} {{ Neural Damping (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Muton Elite Praetorian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=December&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 27&lt;br /&gt;
|hp=35 - 60&lt;br /&gt;
|aim=70 - 80&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Massive mechanical war machines, &#039;&#039;&#039;Sectopods&#039;&#039;&#039; are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
*The Sectopod&#039;s attacks have different base damage values. The Sectopod chest cannon has a base damage of 11, the normal cannon has a base damage of 9, and the Cluster Bomb has a base damage of 7.&lt;br /&gt;
*Sectopods to not need to reload; both their chest and &amp;quot;normal&amp;quot; (green) canon are supplied with infinite ammo.&lt;br /&gt;
*Furthermore, the &#039;&#039;Disabling Shot&#039;&#039; perk will ONLY damage the chest canon, not the Green Canon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Sectoppod Wrecks are needed for autopsy (3) and EMP Cannons (1).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 7 ~ 11* || 35 || 80 || 8 || 0 || 12 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Cluster Bomb (Long War) }} || {{ Death Blossom (Long War) }} || {{ Hardened (Long War) }} || {{ Robotic (Long War) }} || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 80 || - || - || - || - || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || - || +5 || - || - || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 999 || - || +35 || +30 || - || {{ Absorption Fields (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=January, Year 2&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|damage=13 - 16&lt;br /&gt;
|hp=20 - 40&lt;br /&gt;
|aim=90&lt;br /&gt;
|defense=40 - 45&lt;br /&gt;
|will=135 - 190&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a Psionic Lance attack that is based on will as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. &#039;&#039;&#039;Ethereals&#039;&#039;&#039; regenerate health. Ethereals will reflect any shots taken at them which roll as misses (except overwatch shots), dealing 33% damage to the attacker. This means any non-overwatch shots will be either hits or reflections, so taking high-percentage shots is particularly important against Ethereals. Explosives and stuns cannot be reflected. The Ethereal&#039;s Psionic Lance is a cross between psionic power and weapon. It has no cooldown, and its effectiveness is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Captured Ethereals carry nothing and only three of their corpses are needed for an autopsy. Interrogating an Ethereal gives research bonus to all remaining technologies and Foundry projects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 20 || 100 || 0 || 40 || 12 || 120&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || -  || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || -  || - || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +2 || - || - || - || - || - || +35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Adaptive Bone Marrow (Long War) }} || {{ Hardened (Long War) }} || {{ Mind Control (Long War) }} || {{ Mindfray (Long War) }} || {{ Psi Drain (Long War) }} || {{ Rift (Long War) }} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || +3 || - || - || - || - || - || - || +15 || +4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Leader Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || +3 || +5 || - || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Temple Ship Only&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|damage=10&lt;br /&gt;
|hp=60&lt;br /&gt;
|aim=110&lt;br /&gt;
|defense=50 - 80&lt;br /&gt;
|will=200 - 230&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
The ultimate Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Winning the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Stats and Difficulty Modifiers&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Difficulty !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Crit Hit Chance Icon}} Crit. Chance !! {{Defense (Long War)}} Defense !! {{Mobility (Long War)}} Mobility !! {{Will (Long War)}} Will&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;Base Stats&#039;&#039; || 10 || 60 || 120 || 0 || 50 || 12 || 200&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Normal || - || - || -10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Classic || - || - || -5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Brutal || - || - || - || - || +5 || - || +25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Impossible || +4 || - || - || - || +10 || - || +35&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; | &#039;&#039;&#039;Base Abilities/Perks&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Absorption Fields (Long War) }} || {{ Adaptive Bone Marrow (Long War) }} || {{ Close Encounters (Long War) }} || {{ Hardened (Long War) }} || {{ Lightning Reflexes (Long War) }} || {{ Shock Absorbent Armor (Long War) }} || {{ Squadsight (Long War) }} ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{ Distortion Field (Long War) }} || {{ Mind Control (Long War) }} || {{ Mindfray (Long War) }} || {{ Psi Drain (Long War) }} || {{ Rift (Long War) }} || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | &#039;&#039;&#039;Research Progression&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=63244</id>
		<title>S.H.I.V. (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(Long_War)&amp;diff=63244"/>
		<updated>2015-03-03T21:59:35Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Just as the main Enemy Within DLC set out to enhance the Super-Heavy Infantry Vehicle to make it a more viable option, so too does Long War. This is especially important, since MEC units require a much greater investment of time and resources to obtain. S.H.I.V. units, in contrast, are much easier to obtain, do not suffer from fatigue like infantry and MEC operators, and can even be restored to full combat functionality after being destroyed. Not only that, but they can now install an array of new modules that can grant them additional Perks and other features (such as increased health), on top of the usual Foundry Projects to enhance their performance. &lt;br /&gt;
&lt;br /&gt;
One final major note about their outfitting; unlike vanilla where their armaments are replaced on an arsenal-wide basis by R&amp;amp;D, Long War S.H.I.V platforms must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s, like most mechanized units in Long War, have built-in damage reduction, which makes them a bit more durable, especially against light weapons. Much cheaper than MEC Troopers, and with &#039;abilities&#039; swappable as equip-able modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of S.H.I.V. units in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to deal with smaller crashed UFOs that you still may want to gather materials from, instead of sending soldiers that may not get any kills for Experience.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* In parenthesis you will find the required engineers, resources and time needed to rebuild each type of SHIV.&lt;br /&gt;
The cost is one-third of the initial one but the rebuild time is significantly longer, for balance reasons. Do note that with more engineers on staff the rebuild time will decrease.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;16&amp;quot; | SHIVs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}} &#039;&#039;&#039;Aim&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Inv_Shiv1.png|center|128x64px]]&#039;&#039;&#039;SHIV&#039;&#039;&#039;||70||8+2||17||12||1.5||Poison/Fire ||15(1)||N/A||60(20)||0||0||10(28)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Inv_Shiv2.png|center|128x64px]]&#039;&#039;&#039;Alloy SHIV&#039;&#039;&#039;||70||22+4||16||8||2.5||Poison/Fire/Cover||35(20)||Improved Body Armor||250(80)||100(?)||0||15(75)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[Image: Inv_Shiv3.png|center|128x64px]]&#039;&#039;&#039;Hover SHIV&#039;&#039;&#039;||70||18+2||20||16||2.0||Poison/Fire/Hover(8)||65(30)||Antigrav Systems||300(100)||80(?)||40(?)||14(70)&lt;br /&gt;
|}&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62291</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62291"/>
		<updated>2014-12-09T21:44:36Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Long War mod adds more techs and increases research times. Some notable changes:&lt;br /&gt;
* A vastly expanded research tree.&lt;br /&gt;
* Longer research times.&lt;br /&gt;
* Autopsies require multiple corpses.&lt;br /&gt;
* Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
* Some Autopsies may require other techs: for example, Alien Biocybernetics and Sectoid Autopsy are required to perform the Mechtoid autopsy.&lt;br /&gt;
* South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
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==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Interrogation || 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 || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Aerospace&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || 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;
|&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Berserker Interrogation || 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 || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Weapons&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Tech&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research Projects==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Minigun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien Materials&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AlienMaterials.png|center|128x64px]]&amp;lt;/div&amp;gt; || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Council Requests: Meld (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorImprovedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorMobilePower.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedPower.png|center|128x64px]]&amp;lt;/div&amp;gt; || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySeeker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyDrone.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCryssalid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectopod.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCyberdisc.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMechtoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Council Requests: Mechtoid Cores (Gives Engineers and Scientists) &amp;lt;br/&amp;gt; Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives CPL+ Soldiers and possibly also Scientists) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Berserker Autopsy || Live Berserker Capture || 600 || || Council Requests: Berserker Captive (Gives CPL+ Soldiers and Scientists) &amp;lt;br/&amp;gt; Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMutonElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Elite Autopsy || Live Muton Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62286</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=62286"/>
		<updated>2014-12-09T18:27:14Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Long War mod adds more techs and increases research times. Some notable changes:&lt;br /&gt;
* A vastly expanded research tree.&lt;br /&gt;
* Longer research times.&lt;br /&gt;
* Autopsies require multiple corpses.&lt;br /&gt;
* Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
* Some Autopsies may require other techs: for example, Alien Biocybernetics and Sectoid Autopsy are required to perform the Mechtoid autopsy.&lt;br /&gt;
* South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
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==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Interrogation || 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 || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Aerospace&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || 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;
|&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Berserker Interrogation || 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 || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Weapons&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Tech&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research Projects==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Minigun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation &amp;lt;br/&amp;gt; Ethereal Device || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien Materials&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AlienMaterials.png|center|128x64px]]&amp;lt;/div&amp;gt; || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Council Requests: Meld (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorImprovedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorMobilePower.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedPower.png|center|128x64px]]&amp;lt;/div&amp;gt; || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySeeker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyDrone.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCryssalid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectopod.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCyberdisc.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMechtoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Council Requests: Mechtoid Cores (Gives Engineers and Scientists) &amp;lt;br/&amp;gt; Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives CPL+ Soldiers and possibly also Scientists) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Berserker Autopsy || Live Berserker Capture || 600 || || Council Requests: Berserker Captive (Gives CPL+ Soldiers and Scientists) &amp;lt;br/&amp;gt; Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMutonElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Elite Autopsy || Live Muton Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also ==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=61205</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=61205"/>
		<updated>2014-11-12T13:50:17Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;	 &lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game.&lt;br /&gt;
&lt;br /&gt;
* Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). Items with increased charges from perks such as Packmaster do not have increased weight.&lt;br /&gt;
* An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot.&lt;br /&gt;
&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Alien Materials || 90 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. || 50 || Mobile Power Armor || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic ||  Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR, but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || All ||  When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense units in radius for two turns. Also eliminates the exposed or flanked crit chance penalties against units within the smoke. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1xSectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do note that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Experimental Warfare || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Gunner || Confers Platform Stability perk. (Shots taken before any costly actions have +10 Aim and +10% critical chance.) || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants immunity to panic, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;s will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1xBerserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1xUFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1xUFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60691</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60691"/>
		<updated>2014-11-01T19:36:38Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN_LEAP.png|32px|center]]&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot on an exposed or flanked target does not cost an action. Does not work on targets in flight. Cannot combine with Run and Gun.&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Mobility, +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line Assault&#039;&#039;&#039; - Balanced damage build for early assaults with balanced stats (particularly good mobility). Deploy with most squads, particularly on missions where you expect close quarters combat to either be advantageous or necessary (council missions, terror missions)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. As for Steadfast: consider ranking the assault for later MEC conversion if their base will is perilously low; refer to another build for tanky psi assaults that can make use of Steadfast&#039;s bonus will.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for the bonus defense, which Assaults will need, as they will draw plenty of fire. Only grab &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; for a line assault if your pistol production is advanced enough.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility. Since Run and Gun is more of a problem solver than a build focus, Rapid Fire will only be more efficient than Close Encounters once every three turns.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; to improve survivability in light of not taking Extra Conditioning. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;re finding that you&#039;re not dealing quite enough damage (remember the damage reduction penalty on shotguns; procure Breaching Rounds to solve that.). Killer Instinct-fueled crits only come up ever three or more turns, making it a less efficient buy.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to improve ability to close to Close Encounters range and carry heavy armor/lots of heavy items. This assault build doesn&#039;t make heavy use of expanded crit chance or limited-use items.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to complete the durability package. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; to help confirm kills. Only take Lightning Reflexes for this build if you&#039;re low on effective Scouts in the organization.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&amp;amp;G Operative&#039;&#039;&#039; - Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have a secondary damage source on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; as a core perk, as Run and Gun is central to this covert operative&#039;s strategy and Rapid Fire can be used with it. Extra Conditioning only grants one HP for covert operatives thanks to their basic armor.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to make Rapid Fire R&amp;amp;G crits seriously hurt. Consider &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; if you prefer more conservative use of Run and Gun.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (machine pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and gunslinger. Heavy armor (Titan and/or Archangel) as this assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric skin (bonus visiblity at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60690</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60690"/>
		<updated>2014-11-01T19:34:54Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN_LEAP.png|32px|center]]&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot on an exposed or flanked (non-flying) target does not cost an action.  Cannot combine with Run and Gun.&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Mobility, +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line Assault&#039;&#039;&#039; - Balanced damage build for early assaults with balanced stats (particularly good mobility). Deploy with most squads, particularly on missions where you expect close quarters combat to either be advantageous or necessary (council missions, terror missions)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. As for Steadfast: consider ranking the assault for later MEC conversion if their base will is perilously low; refer to another build for tanky psi assaults that can make use of Steadfast&#039;s bonus will.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for the bonus defense, which Assaults will need, as they will draw plenty of fire. Only grab &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; for a line assault if your pistol production is advanced enough.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility. Since Run and Gun is more of a problem solver than a build focus, Rapid Fire will only be more efficient than Close Encounters once every three turns.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; to improve survivability in light of not taking Extra Conditioning. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;re finding that you&#039;re not dealing quite enough damage (remember the damage reduction penalty on shotguns; procure Breaching Rounds to solve that.). Killer Instinct-fueled crits only come up ever three or more turns, making it a less efficient buy.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to improve ability to close to Close Encounters range and carry heavy armor/lots of heavy items. This assault build doesn&#039;t make heavy use of expanded crit chance or limited-use items.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to complete the durability package. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; to help confirm kills. Only take Lightning Reflexes for this build if you&#039;re low on effective Scouts in the organization.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&amp;amp;G Operative&#039;&#039;&#039; - Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have a secondary damage source on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; as a core perk, as Run and Gun is central to this covert operative&#039;s strategy and Rapid Fire can be used with it. Extra Conditioning only grants one HP for covert operatives thanks to their basic armor.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to make Rapid Fire R&amp;amp;G crits seriously hurt. Consider &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; if you prefer more conservative use of Run and Gun.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (machine pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and gunslinger. Heavy armor (Titan and/or Archangel) as this assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric skin (bonus visiblity at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60402</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60402"/>
		<updated>2014-10-27T19:58:40Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
	 &lt;br /&gt;
	&lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&amp;lt;br&amp;gt;	&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Alien Materials || 90 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. || 50 || Mobile Power Armor || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic ||  Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR (vs. Psionic?), but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || All ||  When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense to units in radius for two turns. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Has the same effect as a flashbang grenade, but has a larger area of effect. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1xSectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do not that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Experimental Warfare || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Gunner || Confers Platform Stability perk. || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants immunity to panic, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;s will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1xBerserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1xUFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1xUFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60401</id>
		<title>Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60401"/>
		<updated>2014-10-27T19:54:43Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
	 &lt;br /&gt;
	&lt;br /&gt;
In Long War all soldiers have 2 item slots from the start of the game. Each carried item has weight, and reduces the soldier&#039;s mobility by 1 per weight (a soldier&#039;s base mobility figure is displayed with 2 weight carried, so carrying nothing gives +2 on the soldier screen). An item slot can be cleared with the &amp;quot;empty hand&amp;quot; button in the item slot. Items with increased charges from perks such as Packmaster do not have increased weight.&amp;lt;br&amp;gt;	&lt;br /&gt;
Note that many items listed require [[Foundry (Long War)|Foundry]] projects to unlock, and others are replicated by class perks (e.g. Battle Scanner). The special perk-granted versions of these items have a yellow icon in the action bar (as opposed to blue) and in some cases can be used as the first action of a turn &#039;&#039;without&#039;&#039; ending the turn (&#039;&#039;e.g.&#039;&#039; a Support may throw a Smoke Grenade and then perform another action).&lt;br /&gt;
&lt;br /&gt;
== Soldier Equipment==&lt;br /&gt;
&lt;br /&gt;
=== Protective Items===&lt;br /&gt;
&lt;br /&gt;
The aliens shoot more often, hit hard and try to flank you. Sometimes even the best tactician needs some help and help you will get! Here for your convenience is a list of all the protective gear doctor Shen came up with in recent months. Most protective items do not stack with each other so make sure to read the description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ceramic Plates Long War.png|center|128x64px]]&#039;&#039;&#039;Ceramic Plates&#039;&#039;&#039; || -1 || All ||  Provides +1 Armor HP. Cannot be stacked with other plating items. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Plating&#039;&#039;&#039; || -1 || All ||  Provides +2 Armor HP. Cannot be stacked with other plating items. || 15 || Alien Materials || 50 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chittin Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Chitin Plating&#039;&#039;&#039; || -2 || All ||  Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 35 || Chryssalid Autopsy || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reinforced Armor Long War.png|center|128x64px]]&#039;&#039;&#039;Reinforced Armor&#039;&#039;&#039; || -2 || All ||  Confers +1 Armor HP and +1 Damage Reduction, but -7 to Defense. Can stack with plating items. || 15 || Alien Materials || 90 || 10 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chameleon Suit Long War.png|center|128x64px]]&#039;&#039;&#039;Chameleon Suit&#039;&#039;&#039; || -1 || Scout ||  Grants +5 Defense and improves Lightning Reflexes by further halving the chances of reaction fire hitting (95% for first shot, 85% for subsequent shots). || 35 || Seeker Autopsy || 80 || 0 || 5 || 12 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Respirator Implant Long War.png|center|128x64px]]&#039;&#039;&#039;Respirator Implant&#039;&#039;&#039; || -1 || All ||  Grants immunity to strangulation and partial immunity to acid. || 15 || Seeker Autopsy || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Impact Vest Long War.png|center|128x64px]]&#039;&#039;&#039;Impact Vest&#039;&#039;&#039; || -1 || Assault || Grants the Shock-Absorbent Armor perk( 33% damage reduction against attacks within 4 tiles) and + 1 HP. || 50 || Mobile Power Armor || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mind Shield Long War.png|center|128x64px]]&#039;&#039;&#039;Mind Shield&#039;&#039;&#039; || -1 || Psionic ||  Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 55 || Sectoid Commander Autopsy || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Screen Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Screen&#039;&#039;&#039; || -1 || Psionic || Confers +1 DR (vs. Psionic?), but draws -12 Will when equipped || 45 || Mechtoid Autopsy || 85 || 5 || 10 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Thrown Devices===&lt;br /&gt;
&lt;br /&gt;
There is nothing new in this category on first glance yet you will probably want to bring at least one Battle Scanner on missions since they not only reveal pods but also cloaked enemies. That makes them a lifesaver against Seeker swarms.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Scanner Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; || -1 || All || Can be thrown to provide vision for two turns. Reveals cloaked targets|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Mimic Beacon Long War.png|center|128x64px]]&#039;&#039;&#039;Mimic Beacon&#039;&#039;&#039; || -1 || All ||  When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents. || 35 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 25 || 0 || 0 || 0 || 7 || 1xSectoid Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades===&lt;br /&gt;
Grenades have a special place in Long War after changes made to rockets. They always hit their intended target and now you have at your disposition a lot more utility grenades. Also both explosive and utility grenades benefit from a plethora of different perks and two classes stand-out to make the most use of them - the Medic and the Engineer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: AP Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;AP Grenade&#039;&#039;&#039; || -1 || All || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HE Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;HE Grenade&#039;&#039;&#039; || -1 || All || Deals 1-5 damage to units in blast radius and can destroy cover || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Grenade&#039;&#039;&#039; || -1 || All || Deals 3-7 damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| 0 || Alien Grenades || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flashbang Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; || -1 || All ||  Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smoke Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; || -1 || All || Confers +20 Defense to units in radius for two turns. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Chem Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Chem Grenade&#039;&#039;&#039; || -1 || All ||  Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim penalty and up to 3 DR nullified. Thin men and Chryssalids are immune. || 25 || Thin Man Autopsy || 80 || 0 || 0 || 0 || 5 || 3x Thin Man Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Psi Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Psi Grenade&#039;&#039;&#039; || -1 || Psionic || Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Robotic and advanced psionic adversaries are immune. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 25 || Xenopsionics || 50 || 1 || 1 || 1 || 7 || 1xSectoid Corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Ghost Grenade Long War.png|center|128x64px]]&#039;&#039;&#039;Ghost Grenade&#039;&#039;&#039; || -1 || Psionic || Grants stealth to units in an area for one turn. Incurs a -10 Will penalty when equipped. Can only equip one per soldier, perks that increase limited use items still apply. || 35 || Xenopsionics || 150 || 5 || 15 || 10 || 14 || 5xSeeker wreck&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition and damage enhancing equipment===&lt;br /&gt;
To combat aliens who have damage resistance, more HP, regeneration/self repair and numbers on their side you will require specialized ammo or harder-hitting weapons. Chances are you are going to need both. Do note that Ammo Piercing rounds stacks with Gauss weapons&#039; damage reduction ability, so in essence you will inflict always a -2 to the enemy&#039;s damage reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Ammunition and damage enhancing equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Rocket Long War.png|center|128x64px]]&#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; || -2 || Rocketeer || Grants one additional shredder rocket. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Hi Cap Mags Long War.png|center|128x64px]]&#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; || -1 || All || Grants +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shredder Ammo.png|center|128x64px]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; || -1 || Assault || Grants the Shredder Ammunition perk. || 30 || Experimental Warfare || 30 || 3|| 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Armor Piercing Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Armor Piercing Ammo&#039;&#039;&#039; || -1 || Gunner || Reduces enemy damage reduction (including that from cover) by 1.66 || 25 || Experimental Warfare || 25 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Breaching Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;Breaching Ammo&#039;&#039;&#039; || -1 || Assault || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || Experimental Warfare || 35 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reaper Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Reaper Rounds&#039;&#039;&#039; || -1 || All || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 25 || Experimental Warfare || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Jacketed Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy-Jacketed Rounds&#039;&#039;&#039; || -1 || All || Increases Ballistic and Gauss weapon damage by 1. || 15 || Enhanced Ballistics || 20 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Enchanced Beam Optics Long War.png|center|128x64px]]&#039;&#039;&#039;Enhanced Beam Optics&#039;&#039;&#039; || -1 || All || Increases Beam and Pulse weapon damage by 1. || 55 || Enhanced Laser|| 35 || 4 || 0 || 1 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Stellerator Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stellerator&#039;&#039;&#039; || -1 || All || Increases Plasma weapon damage by 1. || 75 || Enhanced Plasma || 125 || 10 || 10 || 2 || 14 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Optics and weapon attachments ===&lt;br /&gt;
Since aliens (and Exalt agents ) now have increasing stats with research and receive perks, it is harder and harder to land on good shot on them. For that reason a lot of new and exciting items are introduced to make your life easier on the battlefield. Do not that all optics stack with one another, so a combination of Laser Sight + Scope + Neural Gunlink will net you +25 Aim and Critical Chance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Optics and weapon attachments &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sight Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sight&#039;&#039;&#039; || -1 || All || Confers +5 Aim and +5 Critical Hit Chance after SCOPE Upgrade. Stacks with SCOPE. || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SCOPE Long War.png|center|128x64px]]&#039;&#039;&#039;SCOPE&#039;&#039;&#039; || -1 || All || Increases aim by +10 for primary weapon and rocket launchers. . Receives +10% Crit chance with Foundry upgrade || 15 || Alien Weaponry || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Targeting Module Long War.png|center|128x64px]]&#039;&#039;&#039;Targeting Module&#039;&#039;&#039; || -1 || All || Confers +7 Critical Hit Chance to a soldier&#039;s primary weapon. || 15 || Xenobiology || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartgun Kit Long War.png|center|128x64px]]&#039;&#039;&#039;Smartgun Kit&#039;&#039;&#039; || -1 || Gunner || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 30 || Experimental Warfare || 60 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Scope Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman&#039;s Scope&#039;&#039;&#039; || -1 || Scout || Grants Squadsight to scouts (useful only when they equip Marksman&#039;s/Strike Rifles). || 20 || Experimental Warfare || 35 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Bipod Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Bipod&#039;&#039;&#039; || 0 || Gunner || Confers Platform Stability perk. || 25 || Experimental Warfare || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neural Gunlink Long War.png|center|128x64px]]&#039;&#039;&#039;Neural Gunlink&#039;&#039;&#039; || -1 || Psionic || Grants +10 Aim and +10 Crit Chance to primary weapon and rockets launchers, but -12 Will Penalty. Stacks with SCOPE and Laser Sight. || 40 || Xenopsionics || 75 || 3 || 8 || 8 || 7 || 1xSCOPE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Items===&lt;br /&gt;
Various items and curiosities that could make your life easier or harder, depending on how you use them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Items for XCom operatives&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alien Trophy Long War.png|center|128x64px]]&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039; || -1 || All || Grants immunity to panic, except Psi Panic || 0 || -  || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Medkit Long War.png|center|128x64px]]&#039;&#039;&#039;Medikit&#039;&#039;&#039; || -1 || All ||  Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || 0 || - || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Combat Stims Long War.png|center|128x64px]]&#039;&#039;&#039;Combat Stims&#039;&#039;&#039; || -1 || All || Strengthens user&#039;s will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns || 40 || Muton Berserker Autopsy ||  180 || 0 || 0 || 2 || 10 || 1xBerserker corpse&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Thrower Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Thrower&#039;&#039;&#039; || -2 || All ||  Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 20 || Xenoneurology ||100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Fuel Cell Long War.png|center|128x64px]]&#039;&#039;&#039;Fuel Cell&#039;&#039;&#039; || -2 || All || Confers additional flight fuel for Archangel and Seraph armors. || 60 ||  Antigrav Systems || 50 || 4 || 15 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Walker Servos Long War.png|center|128x64px]]&#039;&#039;&#039;Walker Servos&#039;&#039;&#039;|| +2 || All ||  Grants +2 Mobility. ||45 || Advanced Servomotors || 100 || 5 || 5 || 5 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== EXALT HQ Loot===&lt;br /&gt;
Instead of plundering art, intel and valuables from the HQ in Long War Xcom will find some interesting and unique prototypes, built by Exalt. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{ Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Illuminator Gunsight Long War.png|center|128x64px]]&#039;&#039;&#039;Illuminator Gunsight&#039;&#039;&#039; || -1 || All || Confers Executioner perk and +10% to both Aim and Critical Chance.  || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Cognitive Enchancer Long War.png|center|128x64px]]&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039; || -1 || All|| Confers +20% Experience. || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Neuroregulator Long War.png|center|128x64px]]&#039;&#039;&#039;Neuroregulator&#039;&#039;&#039; || -1 || Psionic || Confers +20% Psi XP || 0 || EXALT Base Assault Loot ||  colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Perk Granting Equipment===&lt;br /&gt;
One of the main features of Long War mechanized units is their versatility. Not only you have 8 different MEC classes to play with, you also have the chance to fully kit both your MECs and SHIVs with items that can supplement or completely change their role on the battlefield.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Belt Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Belt&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Extra Conditioning perk. || 20 ||  Alien Materials || 40 || 20 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: HEAT Ammo Long War.png|center|128x64px]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants HEAT Ammo perk, providing additional damage against mechanized units. || 15 ||  Alien Materials || 30 || 3 || 0 || 0 || 5 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Smartshell Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Flush ability and provides +5 aim . || 20 ||  Experimental Warfare || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Counterfire Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Counterfire Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || 40 ||  Mechtoid Autopsy || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Adaptive Tracking Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Advanced Fire Control perk. || 20 ||  Experimental Warfare || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Damage Control Pod Long War.png|center|128x64px]]&#039;&#039;&#039;Damage Control Pod&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 25 ||  SHIV Defenses  || 65 || 5 || 2 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Holo Targeter Long War.png|center|128x64px]]&#039;&#039;&#039;Holo-Targeter&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Grants Holo-Targeting perk and provides +5 aim. || 15 ||  Drone Autopsy || 40 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Supercooler Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 55 || Sectopod Autopsy || 130 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autosentry Turret Long War.png|center|128x64px]]&#039;&#039;&#039;Autosentry Turret&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || 35 ||  Cyberdisc Autopsy  || 75 || 5 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Core Armoring Long War.png|center|128x64px]]&#039;&#039;&#039;Core Armoring&#039;&#039;&#039; || {{No Icon}} || {{Yes Icon}} || -1 || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 15 || SHIV Defenses  || 35 || 5 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Tactical Sensors Long War.png|center|128x64px]]&#039;&#039;&#039;Tactical Sensors&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| 35 ||  Mechtoid Autopsy || 65 || 0 || 0 || 0 || 7 || 1xUFO Flight Computer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Damage Enhancing Equipment ===&lt;br /&gt;
Looking for an extra punch? Look no further, equip one of these and invite the aliens to a dance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Depleted Elerium Rounds Long War.png|center|128x64px]]&#039;&#039;&#039;Depleted Elerium Rounds&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || 15 ||  Enhanced Ballistics || 50 || 5 || 1 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Pumper Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Pumper&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 55 ||  Enhanced Lasers|| 75 || 10 || 5 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Zevatron Booster Long War.png|center|128x64px]]&#039;&#039;&#039;Zevatron Booster&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases Particle Cannon and Superheavy Plasma damage by 1. || 135 ||  Enchanced Plasma || 180 || 20 || 20 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: The Thumper Long War.png|center|128x64px]]&#039;&#039;&#039;The Thumper&#039;&#039;&#039; || {{Yes Icon}} || {{No Icon}} || -1 || Increases Kinetic Strike Damage by 3. || 70 ||  Antigrav Systems || 85 || 20 || 15 || 1 || 12 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
=== Miscellaneous Equipment===&lt;br /&gt;
Here you will find various items designed to give your mechanized units more pronounced attributes. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;13&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | MEC !! rowspan=&amp;quot;2&amp;quot; | SHIV !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}}&#039;&#039;&#039;Mob&#039;&#039;&#039; !!  rowspan=&amp;quot;2&amp;quot; | Effect !!colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autoloader Long War.png|center|128x64px]]&#039;&#039;&#039;Autoloader&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 ||Confers 1 additional shot or burst to primary weapon. Stacks with Lock&#039;N&#039;Load.  || 10 ||  - || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Carbide Plating Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Carbide Plating&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Increases both DR and HP of the equipped unit by +1. || 35 ||  Heavy Floater Autopsy || 90 || 10 || 0 || 5 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Weapon Gyros Long War.png|center|128x64px]]&#039;&#039;&#039;Weapon Gyros&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +5 aim and +5 crit. || 12 ||  Alien Weaponry || 30 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Battle Computer Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Computer&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || -1 || Provides +10 aim, crit chance and defence. || 75 ||  Sectopod Autopsy || 300 || 25 || 5 || 25 || 12 || 1xUFO Flight Computer&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Elerium Turbos Long War.png|center|128x64px]]&#039;&#039;&#039;Elerium Turbos&#039;&#039;&#039; || {{Yes Icon}} || {{Yes Icon}} || +2 || Increases SHIV/MEC mobility by 2 points. || 45 ||  Advanced Servomotors || 30 || 8 || 15 || 10 || 7 || -&lt;br /&gt;
	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=60038</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=60038"/>
		<updated>2014-10-21T20:23:03Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers, and are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement (No aim penalty and can crit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle, usable by Snipers and Scouts, that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A point-blank range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when overwatching with certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-7 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -2 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || .33 DR reduction || All || 90 || 0 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || .33 DR reduction || All || 105 || 0 || 2 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || .33 DR reduction || All || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || .33 DR reduction || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 5-9 || 20% || 9-12 || No || +7 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&amp;lt;br&amp;gt;.33 DR reduction&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;.33 DR reduction || Sniper || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Short-range accuracy penalty&amp;lt;br&amp;gt;.33 DR reduction || Scout, Sniper || 140 || 0 || 3 || 18 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Grants Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || .33 DR reduction || Gunner || 150 || 0 || 2 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autoblaster || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;.33 DR reduction || Gunner || 160 || 0 || 3 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || .33 DR reduction(?)|| Rocketeer|| 180 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || - || MEC || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || .33 DR reduction || MEC || 150 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower || MEC Warfare Systems || Cone || 3-9 || % || - || No || - || - || 2 || Incendiary area attack || MEC || 85 || 5 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Strike Module || Floater Autopsy || Melee || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 200 || 10 || 0 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || 150 || 7 || 0 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || 150 || 15 || 15 ||  14&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 120 || 10 || 0 || 0 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || 180 || 15 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || - || SHIV || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || SHIV || 80|| 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || .33 DR reduction(?) || SHIV || 150|| 0 || 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || - || SHIV || 280|| 0 || 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=59975</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=59975"/>
		<updated>2014-10-16T23:38:22Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
=== Foundry Projects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Projects&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS (and MECs)&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisk Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants auto-repair ability to a SHIV, and grants them close combat specialist perk&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| 21&lt;br /&gt;
| 3x Floater Corpses&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 5x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
| 25&lt;br /&gt;
| Elerium&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
| 75&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Rifle &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 55&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600&lt;br /&gt;
| 65&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants + 10% Critical hit chance to all pistols &lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +10% Aim to all pistols&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 damage to all pistols&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 95&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
| 14&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Cyberdisc Wreck,&amp;lt;br&amp;gt; 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
| 20&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)&lt;br /&gt;
| 80&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §800&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 6x UFO Flight Computer, &amp;lt;br&amp;gt; 6x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
| 30&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Seeker Wrecks,&amp;lt;br&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Power Source, &amp;lt;br&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Surgery,&amp;lt;br&amp;gt; 12x Alien Stasis Tank&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 10x Thin Man Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br&amp;gt; 2x Heavy Floater Corpse, &amp;lt;br&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 15&lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit chance by 10%&amp;lt;br&amp;gt;and increases critical hit chance when using Laser Sight by 5%&lt;br /&gt;
| 10&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Unlocks special psionic gear &lt;br /&gt;
| 25&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=59974</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=59974"/>
		<updated>2014-10-16T23:37:25Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
=== Foundry Projects ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Projects&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS (and MECs)&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
| 30&lt;br /&gt;
| Mobile Power Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisk Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants auto-repair ability to a SHIV&lt;br /&gt;
| 30&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project.&amp;lt;br&amp;gt;Unlocks &#039;&#039;Walker Servos&#039;&#039; for infantry and &#039;&#039;Elerium Turbos&#039;&#039; for MECs/SHIVs&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 8&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 4&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 3&lt;br /&gt;
| 21&lt;br /&gt;
| 3x Floater Corpses&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%&amp;lt;br&amp;gt;In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 5x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
| 25&lt;br /&gt;
| Elerium&lt;br /&gt;
| §200&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
| 75&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Rifle &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 55&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600&lt;br /&gt;
| 65&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants + 10% Critical hit chance to all pistols &lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +10% Aim to all pistols&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 damage to all pistols&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 95&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
| 14&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Cyberdisc Wreck,&amp;lt;br&amp;gt; 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
| 20&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)&lt;br /&gt;
| 80&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §800&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 6x UFO Flight Computer, &amp;lt;br&amp;gt; 6x Seeker Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 30&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
| 30&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 5&lt;br /&gt;
| 35&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Seeker Wrecks,&amp;lt;br&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour) and always when UFOs are on satellite-hunting missions&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Power Source, &amp;lt;br&amp;gt; 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.&lt;br /&gt;
| 75&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 4x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the lethality of Frag Grenades&amp;lt;br&amp;gt;Also increases the firepower of the MEC Grenade Launcher&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Surgery,&amp;lt;br&amp;gt; 12x Alien Stasis Tank&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| 10x Thin Man Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Drone Wreck, &amp;lt;br&amp;gt; 2x Heavy Floater Corpse, &amp;lt;br&amp;gt; 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 15&lt;br /&gt;
| 0 &lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit chance by 10%&amp;lt;br&amp;gt;and increases critical hit chance when using Laser Sight by 5%&lt;br /&gt;
| 10&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Unlocks special psionic gear &lt;br /&gt;
| 25&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59956</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59956"/>
		<updated>2014-10-15T16:42:24Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers, and are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement (No aim penalty and can crit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle, usable by Snipers and Scouts, that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A point-blank range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when overwatching with certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-7 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -2 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || - || All || 90 || 0 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || - || All || 105 || 0 || 2 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || - || All || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || - || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 5-9 || 20% || 9-12 || No || +7 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk. || Sniper || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 140 || 0 || 3 || 18 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Inflicts Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || - || Gunner || 150 || 0 || 2 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autoblaster || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 160 || 0 || 3 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| 180 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || No suppression || MEC || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || ? || MEC || 150 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || No suppression || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower || MEC Warfare Systems || Cone || 3-9 || % || - || No || - || - || 2 || Incendiary area attack || MEC || 85 || 5 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Strike Module || Floater Autopsy || Melee || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 200 || 10 || 0 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || 150 || 7 || 0 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || 150 || 15 || 15 ||  14&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 120 || 10 || 0 || 0 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || 180 || 15 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || +1 Damage with Depleted Elerium Rounds || SHIV || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 0 || 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 0 || 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=59928</id>
		<title>Abilities List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&amp;diff=59928"/>
		<updated>2014-10-11T22:22:20Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War includes numerious changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[link= Category: Perks (Long War)|here ]]. &lt;br /&gt;
&lt;br /&gt;
From Amineri, regarding Mayhem (Oct 11, 2014):&lt;br /&gt;
&lt;br /&gt;
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.&lt;br /&gt;
&lt;br /&gt;
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon&#039;s base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.&lt;br /&gt;
&lt;br /&gt;
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to these weapons, which does not vary with tech-level.&lt;br /&gt;
&lt;br /&gt;
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.&lt;br /&gt;
&lt;br /&gt;
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically following vanilla), with +1 damage for the RocketLauncher and +2 damage for the Recoilless and Blaster Launchers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59925</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59925"/>
		<updated>2014-10-11T06:27:17Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage and have one additional burst relative to assault rifles, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers, and are best used by experienced soldiers who can aim well enough to offset the penalty (Infantry in particular, thanks to their high aim progression and ability to fire multiple times per turn cycle).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement (No aim penalty and can crit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle, usable by Snipers and Scouts, that inflicts Disabling Shot with every hit although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A point-blank range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when overwatching with certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || 0 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-7 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -2 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || - || All || 90 || 0 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || - || All || 105 || 0 || 2 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || - || All || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || - || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 5-9 || 20% || 9-12 || No || +7 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk. || Sniper || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 140 || 0 || 3 || 18 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Inflicts Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || - || Gunner || 150 || 0 || 2 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autoblaster || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 160 || 0 || 3 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| 180 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || No suppression || MEC || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || ? || MEC || 150 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || No suppression || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower || MEC Warfare Systems || Cone || 3-9 || % || - || No || - || - || 2 || Incendiary area attack || MEC || 85 || 5 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Strike Module || Floater Autopsy || Melee || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 200 || 10 || 0 || 15 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || 150 || 7 || 0 || 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || 150 || 15 || 15 ||  14&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 120 || 10 || 0 || 0 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || 180 || 15 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || +1 Damage with Depleted Elerium Rounds || SHIV || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 0 || 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 0 || 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59558</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59558"/>
		<updated>2014-09-15T17:46:33Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers or as aiming aid for rocketeers in their aiming of explosives (much like you might otherwise issue them regular carbines). They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in long war expense of gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM weapon models. &lt;br /&gt;
&lt;br /&gt;
Note: There are plans to give this tier of weaponry additional damage reduction penetration in &#039;&#039;&#039;future editions&#039;&#039;&#039; of the mod. (b14)&lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry.&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build.&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally ,Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;: Assault Rifle, Laser Rifle, Gauss Rifle, Pulse Rifle, Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They can be steadied to improve aim, and have a respectable balance of firepower and accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carbines&#039;&#039;&#039;: Assault Carbine, Laser Carbine, Gauss Carbine, Pulse Carbine, Plasma Carbine&amp;lt;br&amp;gt;&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. Carbines can be steadied to improve aim. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMG&#039;&#039;&#039;: Submachine Gun, Laser Shatterray, Gauss Stuttergun, Pulse Stengun, Plasma Stormgun&amp;lt;br&amp;gt;&lt;br /&gt;
SMGs confer +3 mobility bonus, but their damage and crit chance are the lowest of the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy, and they also have the lowest damage of any primary. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;: Battle Rifle, Heavy Laser Rifle, Heavy Gauss Rifle, Heavy Pulse Rifle, Heavy Plasma Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Battle Rifles are heavier versions of assault rifles. They do increased damage, but carry a mobility penalty and a hefty aim penalty. They can be steadied. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. They are best used by experienced soldiers who can aim well enough to offset the penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Shotgun, Scatter Laser, Alloy Cannon, Scatter Blaster, Reflex Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. They can be used by Infantry, Assaults, Scouts, Medics and Engineers. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;: Sniper Rifle, Laser Sniper Rifle, Gauss Long Rifle, Pulse Sniper Rifle, Plasma Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not moved, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039;: Marksman Rifle, Laser Strike Rifle, Alloy Strike Rifle, Blaster Rifle, Reflex Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles, but can be fired after moving. The squadsight perk is required to use the extra range. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. With squadsight, marksman rifles can overwatch fire up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039;: SAW, Autolaser, Gauss Autorifle, Pulse Autoblaster, Plasma Novagun&amp;lt;br&amp;gt;&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Machine Gun&#039;&#039;&#039;: LMG, Gatling Laser, Gauss Machine Gun, Gatling Pulser, Plasma Dragon&amp;lt;br&amp;gt;&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of it. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;: Chaingun, Laser Lance, Railgun, Pulse Lance, Particle Cannon&amp;lt;br&amp;gt;&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Marksman Rifle that inflicts Disabling Shot with every hit althogh it does not confer the snap shot perk. It has low damage and ammo capacity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistols&#039;&#039;&#039;: Pistol, Laser Pistol, Plasma Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;: Machine Pistol, Heater, Gauss Autopistol, Blaster, Plasma Mauler&amp;lt;br&amp;gt;&lt;br /&gt;
A more damaging sidearm, but the added weight gives -1 mobility. Like pistols, machine pistols have short range without the Gunslinger perk. They also incur an Aim penalty when drawn (but not when stowed). Machine Pistols also tend to have very limited ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
A very short range, high damage sidearm with -1 mobility. Can be used by Infantry, Assaults, Scouts, Medics and Engineers. It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;: Autocannon, Superheavy Laser, Sentry Gun, Superheavy Pulser, Superheavy Plasma&amp;lt;br&amp;gt;&lt;br /&gt;
Similar to the Assault Rifles but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | Prerequisite !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| § || [[Meld (EU2012)|M]] || [[Elerium (EU2012)|E]] || [[Alien Alloys (EU2012)|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 30 || 1-3 || 0% || 3-4 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || Beam weapons|| 30 || 2-4 || 0% || 4-5 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || Compact Plasma Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || 0 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 175 || 1 || 20 || 15 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Machine Pistol || None || 30 || 2-4 || 0% || 4-5 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heater || Beam weapons || 30 || 3-5 || 0% || 5-7 || No || -3 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 30 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autopistol || Gauss Weapons || 30 || 3-5 || 0% || 5-6 || No || -10 || -1 || 3+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 40 || 0 || 1 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Blaster || Pulse Lasers || 30 || 4-6 || 10% || 6-9 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 80 || 0 || 8 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Mauler || Compact Plasma Weapons || 30 || 5-7 || 0% || 7-11 || No || -10 || -1 || 2+1 || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 230|| 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
|Submachine Gun || None || 30 || 2-4 || 0% || 4-5 || No || 0 || +3 || 2+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Shatterray || Beam Weapons || 30 || 3-5 || 0% || 5-7 || No || +7 || +3 || 2+1 || - || All || 35 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Stuttergun || Gauss Weapons || 30 || 4-6 || 0% || 6-9 || No || 0 || +3 || 3+1 || - || All || 90 || 0 || 1 || 6 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Stengun || Pulse Lasers || 30 || 4-8 || 10% || 8-11 || No || 0 || +3 || 2+1 || - || All || 100 || 0 || 10 || 10 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Stormgun || Plasma Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || +3 || 2+1 || - || All || 200 || 1 || 20 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 30 || 2-4 || 5% || 4-5 || Yes || +7 || +1 || 3+1 || - || All || colspan=&amp;quot;5&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || Beam weapons || 30 || 3-5 || 5% || 5-7 || Yes || +15 || +1 || 3+1 || - || All || 40 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Carbine || Gauss Weapons || 30 || 4-6 || 5% || 6-9 || Yes || +7 || +1 || 3+1 || - || All || 105 || 0 || 2 || 8 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Carbine || Pulse Lasers || 30 || 4-8 || 15% || 8-11 || Yes || +7 || +1 || 3+1 || - || All || 160 || 0 || 15 || 12 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Carbine || Plasma Weapons || 30 || 5-9 || 5% || 9-12 || Yes || +7 || +1 || 3+1 || - || All || 280 || 2 || 25 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 30 || 3-5 || 10% || 5-7 || Yes || 0 || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || Beam weapons || 30 || 4-6 || 10% || 6-9 || Yes || +7 || 0 || 3+1 || - || All || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || Gauss Weapons || 30 || 4-8 || 10% || 8-11 || Yes || 0 || 0 || 3+1 || - || All || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Rifle || Pulse Lasers || 30 || 5-9 || 20% || 9-12 || Yes || 0 || 0 || 3+1 || - || All || 175 || 0 || 15 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || Advanced Plasma Weapons || 30 || 6-10 || 10% || 10-14 || Yes || 0 || 0 || 3+1 || - || Infantry, Assault, Scout, Medic, Engineer|| 380 || 3 || 30 || 30 || 14&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; | Battle Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Battle Rifle || None || 30 || 4-6 || 10% || 6-9 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser Rifle || Advanced Beam Lasers || 30 || 4-8|| 15% || 8-11 || Yes || -8 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Gauss Rifle || Advanced Gauss Weapons || 30 || 5-9 || 15% || 9-12 || Yes || -15 || -1 || 5+1 || - || Infantry, Assault, Scout, Medic, Engineer || 160 || 0 || 5 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Pulse Rifle || Advanced Pulse Lasers || 30 || 6-10 || 25% || 10-14 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Rifle || Heavy Plasma Weapons || 30 || 7-11 || 10% || 11-16 || Yes || -15 || -1 || 4+1 || - || Infantry, Assault, Scout, Medic, Engineer || 400 || 4 || 28 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 30 (14) || 4-8 || 20% || 8-11 || No  || 0 || 0 || 5+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage Reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off Shotgun || None || 3 || 4-8 || 25% || 8-11 || No  || 0 || -1 || 1 || Sidearm. Confers -1 mobility. Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || Advanced Beam Weapons || 30 (14) || 7-11 || 20% || 11-16 || No || +7 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 80 || 0 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Cannon || Advanced Gauss Weapons || 30 (14) || 6-10 || 20% || 10-14 || No || 0 || 0 || 4+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 200 || 0 || 5 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Blaster || Advanced Pulse Weapons || 30 (14) || 7-11 || 30% || 11-16 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 210 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Cannon || Sectopod Autopsy || 30 (14) || 7-13 || 20% || 13-18 || No || 0 || 0 || 3+1 || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage (Long War)#Damage Reduction|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 500 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 200 (30) || 4-6 || 25% || 6-9 || Yes || 0 || -1 || 5+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || Advanced Beam Weapons || 200 (30) || 4-8 || 25% || 8-11 || Yes || +7 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 50 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Long Rifle || Advanced Gauss Weapons || 200 (30) || 5-9 || 10% || 9-12 || Yes || -10 || -2 || 1+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk. || Sniper || 120 || 0 || 2 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Sniper Rifle || Advanced Pulse Lasers || 200 (30) || 6-10 || 35% || 10-14 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 220 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Sniper Rifle || Precision Plasma Weapons || 200 (30) || 7-11 || 35% || 11-16 || Yes || 0 || -1 || 3+1 || Cannot fire after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 500 || 4 || 30 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Rifle || None || 36 || 4-6 || 15% || 6-9 || Yes || 0 || 0 || 5+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Strike Rifle || Advanced Beam Lasers || 36 || 4-8 || 15% || 8-11 || Yes || +7 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Strike Rifle || Advanced Gauss Weapons || 36 || 5-9 || 15% || 9-12 || Yes || 0 || 0 || 4+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 140 || 0 || 3 || 18 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Blaster Rifle || Advanced Pulse Lasers || 36 || 6-10 || 25% || 10-14 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 200 || 0 || 20 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Rifle || Precision Plasma Weapons || 36 || 7-11 || 15% || 11-16 || Yes || 0 || 0 || 3+1 || Accuracy penalty after moving&amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 450 || 4 || 30 || 30 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Arc Rifle || Xenoneurology || 36 (30) || 1-3 || 0% || 3-4 || No || 0 || 0 || 2+1 || Inflicts Disabling Shot || Scout, Sniper || 60 || 0 || 2 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
|SAW || None || 30 || 4-6 || 0% || 6-9 || No || 0 || -1 || 6+1 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Autolaser || Beam Weapons || 30 || 4-8 || 0% || 8-11 || No || +7 || -1 || 6+1 || - || Gunner || 60 || 0 || 0 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Autorifle || Gauss Weapons || 30 || 5-9 || 0% || 9-12 || No || 0 || -1 || 6+1 || - || Gunner || 150 || 0 || 2 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Autolaser || Pulse Lasers || 30 || 6-10 || 10% || 10-14 || No || 0 || -1 || 5+1 || - || Gunner || 210 || 0 || 20 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Novagun || Advanced Plasma Weapons || 30 || 7-11 || 0% || 11-16 || No || 0 || -1 || 5+1 || - || Gunner || 500 || 4 || 30 || 35 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 36 (30) || 4-8 || 5% || 8-11 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Laser || Beam weapons || 36 (30) || 5-9 || 5% || 9-12 || No || +10 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 60 || 0 || 0 || 5 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|Gauss Machine Gun || Gauss Weapons || 36 (30) || 6-10 || 5% || 10-14 || No || 0 || -2 || 8+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 160 || 0 || 3 || 16 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Pulser || Pulse Lasers || 36 (30) || 7-11 || 15% || 11-16 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 215 || 0 || 22 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Dragon || Heavy Plasma Weapons || 36 (30) || 7-13 || 5% || 13-18 || No || 0 || -2 || 7+1 || Cannot fire after moving&amp;lt;br&amp;gt;Grants squadsight || Gunner || 500 || 4 || 32 || 38 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher || None || ? || 4-10 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilless Rifle || Advanced Gauss Weapons || ? || 6-12 || 0% || 8-11 || No || 0 || 0 || 1 || - || Rocketeer|| 180 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher || Fusion Weapons || ? || ? || ? || ? || No || 0 || 0 || 1 || - || Rocketeer|| 600 || 4 || 65 || 50 || 20&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Minigun || None || 36 (30) || 5-9 || 10% || 9-12 || No || 0 || 0 || 2+1 || No suppression || MEC || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Lance || Advanced Beam Lasers || 36 (30) || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || - || MEC || 80 || 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Railgun || Advanced Gauss Weapons || 36 (30) || 7-13 || 10% || 13-18 || No || 0 || 0 || 4+1 || ? || MEC || 150 || 0 || 3 || 25 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lance || Advanced Pulse Lasers || 36 (30) || 7-13 || 25% || 13-18 || No || 0 || 0 || 3+1 || - || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Particle Cannon || Heavy Plasma Weapons || 36 (30) || 8-14 || 15% || 14-19 || No || 0 || 0 || 3+1 || No suppression || MEC || 210 || 0 || 24 || 18 || 14&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower || MEC Warfare Systems || ? || 3-9 || % || - || No || - || - || 3? || Incendiary area attack || MEC || 72 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Strike Module || Floater Autopsy || ? || 6-18 || 0% || - || No || - || - || ∞ || Close combat weapon || MEC || 175 || 10 || 0 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher || Gauss Weapons || ? || 3-7 || 0% || - || No || - || - || 2 || Indirect-fire Grenade Launcher || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Prox. Mine Launcher || Advanced Gauss Weapons || ? || 6-12 || % || - || No || - || - || 3 || Fires Proximity Mines || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || Heals allies in an area || MEC || 102 || 10 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Electro Pulse || EMP Weapons || ? || 3-9 || % || - || No || - || - || ∞ || Stuns robots. 3 turn cooldown || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;17&amp;quot; | SHIV Turrets&lt;br /&gt;
|-&lt;br /&gt;
|Autocannon || None  || 30 || 5-9 || 10% || 9-12 || No || 0 || 0 || 3+1 || +1 Damage with Depleted Elerium Rounds || SHIV || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Laser || Advanced Beam Lasers || 30 || 6-10 || 10% || 10-14 || No || +7 || 0 || 3+1 || +1 Damage with Laser Pumper || SHIV || 80|| 0 || 0 || 5 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Sentry Gun || Gauss Weapons || 30 || 7-11 || 10% || 11-16 || No || 0 || 0 || 4+1 || +1 Damage with Depleted Elerium Rounds || SHIV || 150|| 0 || 3 || 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Pulser || Pulse Lasers || 30 || 8-14 || 20% || 14-19 || No || 0 || 0 || 3+1 || +1 Damage with Laser Pumper (untested) || SHIV || 280|| 0 || 25 || 20 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Superheavy Plasma || Vehicular Plasma Weapons || 30 || 9-15 || 10% || 15-21 || No || 0 || 0 || 3+1 || - || SHIV || 500|| 5 || 40 ||35 || 21&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=59461</id>
		<title>Guardian (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Guardian_(Long_War)&amp;diff=59461"/>
		<updated>2014-09-07T22:39:29Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the [[Medic (Long War)|Medic]] class. The Guardian is specialised in Restorative Mist use, and can greatly increase both its charges and effectiveness. Guardians can also specialise in improving overwatch, and also have a decent selection of defensive perks.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Never panic as a result of allies panicking or getting wounded or killed.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 Defense during first attack in overwatch, and a half point of damage reduction (meaning one point of damage in a successful attack has a 50% chance of being avoided)&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 5 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows medikits and restorative mist kits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 3 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 0 Will: 2 Mob: 1&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jetboot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SNIPER_OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 1 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ABSORTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 3 Will: 3 Mob: 1&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Medikits restore 4 more health per use.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;Aim: 4 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_Weapons_(Long_War)&amp;diff=59387</id>
		<title>EXALT Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_Weapons_(Long_War)&amp;diff=59387"/>
		<updated>2014-09-01T23:06:03Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since many of the new tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you be given Council requests for them.&lt;br /&gt;
&lt;br /&gt;
However, stunning them does make them drop their &#039;&#039;Laser&#039;&#039; weapons (also alien grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you &#039;&#039;should&#039;&#039; be) that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are the Laser versions of the Assault Rife (Elite Operative and Elite Medic), Heavy Laser (Elite Heavy), and Sniper Rife (Elite Sniper).&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=EXALT_Weapons_(Long_War)&amp;diff=59386</id>
		<title>EXALT Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=EXALT_Weapons_(Long_War)&amp;diff=59386"/>
		<updated>2014-09-01T23:05:08Z</updated>

		<summary type="html">&lt;p&gt;Jefftg7: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since many of the new tech levels/weapons use the EXALT weapon models and images for their representations, you will no longer recover their ballistic weapons: thus, you cannot equip those weapons (technically), nor sell them, nor will you be given Council requests for them.&lt;br /&gt;
&lt;br /&gt;
However, stunning them does make them drop their &#039;&#039;Laser&#039;&#039; weapons (including grenades, even though text says they explode upon stun), so you may be inclined to do so to further supply your troops, given the cost and time for fabrication: of which, EXALT begins using Laser weaponry soon enough (some time after you &#039;&#039;should&#039;&#039; be) that it is a viable alternative if you are delayed/want to delay in your own production. In that, the weapons dropped are the Laser versions of the Assault Rife (Elite Operative and Elite Medic), Heavy Laser (Elite Heavy), and Sniper Rife (Elite Sniper).&lt;/div&gt;</summary>
		<author><name>Jefftg7</name></author>
	</entry>
</feed>