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		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=61691</id>
		<title>Facilities (Long War)</title>
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		<updated>2014-11-25T04:26:32Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Facilities background Long War.jpg|left|256px]]&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.&lt;br /&gt;
&lt;br /&gt;
The XCOM Headquarters, often referred to as the &amp;quot;Ant Farm&amp;quot;, due to it&#039;s side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.&lt;br /&gt;
&lt;br /&gt;
=Static facilities=&lt;br /&gt;
The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 13 power, effectively supplying 17 power to the constructible facilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Static facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (Long War)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;Hologlobe&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (Long War)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project and review completed research projects.&amp;lt;br /&amp;gt;Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (Long War)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (Long War)|Barracks]]&lt;br /&gt;
| The Barracks houses the soldiers that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (Long War)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s interceptors and firestorms.&amp;lt;br /&amp;gt;In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.&amp;lt;br /&amp;gt;Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.&lt;br /&gt;
| 0 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (Long War)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.&amp;lt;br/&amp;gt;In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.&amp;lt;br /&amp;gt;Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Constructible facilities=&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an [[Access Lift (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
Two sections contain steam vents. [[Thermo Generator (Long War)|Thermo Generators]] can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the [[Access Lift (Long War)|Access Lift]].&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 50% and adds 10 Meld to the cost, but halves the construction time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | Constructible facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Access Lift (Long War)|Access Lift]]&lt;br /&gt;
| Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations and other constructions may be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| Increases research speed by 20%.&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Genetics Lab (Long War)|Genetics Lab]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Psionic Labs (Long War)|Psionic Labs]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None&lt;br /&gt;
| 250 || 0 || 10 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Workshop (Long War)|Workshop]]&lt;br /&gt;
| Reduces item cost by 10% and gives a 10% refund on materials.&amp;lt;br /&amp;gt;Multiple [[Workshop (Long War)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Foundry]]&lt;br /&gt;
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Cybernetics Lab (Long War)|Cybernetics Lab]]&lt;br /&gt;
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]], and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || [[Research_(Long_War)|Alien Biocybernetics]] || None&lt;br /&gt;
| 300 || 0 || 0 || 21 || 35 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Officer Training School (Long War)|Officer Training School]]&lt;br /&gt;
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Fission Generator (Long War)|Fission Generator]]&lt;br /&gt;
| Supplies 8 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 120 || 0 || 0 || 10 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Thermo Generator (Long War)|Thermo Generator]]&lt;br /&gt;
| Supplies 25 power, which is required to construct additional facilities.&amp;lt;br /&amp;gt;Must be built over steam vents.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 350 || 0 || 0 || 21 || 35 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Elerium Generator (Long War)|Elerium Generator]]&lt;br /&gt;
| Supplies 35 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None&lt;br /&gt;
| 400 || 30 || 30 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Uplink (Long War)|Satellite Uplink]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.&amp;lt;br /&amp;gt;Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 300 || 25 || 10 || 21 || 30 || 12&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Alien Containment (Long War)|Alien Containment]]&lt;br /&gt;
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing players to interrogate them in the Labs.&amp;lt;br /&amp;gt;Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.&lt;br /&gt;
| None || [[Research_(Long_War)|Xenobiology]] || None&lt;br /&gt;
| 200 || 10 || 0 || 14 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hyperwave Relay (Long War)|Hyperwave Relay]]&lt;br /&gt;
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (Long War)|UFOs]] when they are detected.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Communications]] || None&lt;br /&gt;
| 600 || 50 || 30 || 28 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Gollop Chamber (Long War)|Gollop Chamber]]&lt;br /&gt;
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| 1000 || 50 || 30 || 28 || 200 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
[[File:Empty Facilities Long War.jpg|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single [[Access Lift (Long War)|Access Lift]] in the middle of the top level, and a single [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the [[Access Lift (Long War)|Access Lift]]. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional [[Access Lift (Long War)|Access Lifts]]. Players can build an [[Access Lift (Long War)|Access Lift]] on a lower level to gain access to that level. The [[Access Lift (Long War)|Access Lifts]] must be connected, so the first [[Access Lift (Long War)|Access Lift]] a player builds must be at the second level, the second [[Access Lift (Long War)|Access Lift]] on the third level and the third [[Access Lift (Long War)|Access Lift]] on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an [[Access Lift (Long War)|Access Lift]]), you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Open spaces that are separated from the [[Access Lift (Long War)|Access Lift]] by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Sections with solid ground that are separated from the [[Access Lift (Long War)|Access Lift]] by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 5 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed:&lt;br /&gt;
* Excavating a section on the top level costs 10 Credits.&lt;br /&gt;
* Excavating a section on the second level costs 20 Credits.&lt;br /&gt;
* Excavating a section on the third level costs 40 Credits.&lt;br /&gt;
* Excavating a section on the bottom level costs 80 Credits.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
There are a total of 24 sections available for facilities, not counting the [[Access Lift (Long War)|Access Lifts]]. To make optimal use of the adjacency bonuses, it is important that players plan the layout of their facilities ahead of time, to optimize adjacency bonuses. Since there are 4 different adjacency types, it&#039;s only natural to assign each adjacency type to it&#039;s own quarter:&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]], which include the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]].&lt;br /&gt;
* [[Workshop (Long War)|Workshops]], which include the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]].&lt;br /&gt;
* Power generators, which include [[Fission Generator (Long War)|Fission Generators]], [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]].&lt;br /&gt;
* Satellite support, which include [[Satellite Uplink (Long War)|Satellite Uplinks]] and [[Satellite Nexus (Long War)|Satellite Nexuses]].&lt;br /&gt;
&lt;br /&gt;
Players start with a [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the first [[Access Lift (Long War)|Access Lift]]. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of supporting this, is by building 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] (3 maximum satellites) and 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which provides them with a total of 16 maximum satellites. This means that the entire top left quarter is reserved for satellite support.&lt;br /&gt;
&lt;br /&gt;
Steam vents can provide a great boost to power during the early months of the game, thanks to [[Thermo Generator (Long War)|Thermo Generators]], so the quarter that players reserve for their Power generators should contain at least one steam vent. It can be beneficial to restart the campaign until both steam vents are close to each other in the same quarter of the base, but keep in mind that [[Elerium Generator (Long War)|Elerium Generators]] supply more power than [[Thermo Generator (Long War)|Thermo Generators]] and do not have placement requirements, so steam vents can be ignored in the long run.&lt;br /&gt;
&lt;br /&gt;
Steam vents are generally found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build [[Fission Generator (Long War)|Fission Generators]] at the top of the base during the early months, to provide enough supply for their early buildings, and then tear these down once there are enough [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]] in place, as [[Fission Generator (Long War)|Fission Generators]] are very inefficient once players are getting tight for space.&lt;br /&gt;
&lt;br /&gt;
With the top left quarter reserved for Satellite support and one of the bottom quarters reserved for Power generators, the remaining two quarters are available for [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. Players should reserve the top right quarter for the adjacency type they want to focus on during the early game, and reserve the remaining quarter at the bottom for the other adjacency type.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if players are reserving the bottom left quarter for Power generators, they could reserve vertical lines for their [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. While this is slightly less efficient for the adjacency bonuses, it allows players to build essential buildings of either type before expanding to the third level.&lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that they also need to reserve space for the [[Officer Training School (Long War)|Officer Training School]], the [[Alien Containment (Long War)|Alien Containment]], the [[Hyperwave Relay (Long War)|Hyperwave Relay]] and the [[Gollop Chamber (Long War)|Gollop Chamber]]. These buildings have no adjacency type, and thus can be built in any quarter where players are not planning to use all 6 sections for the adjacency type.&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
Since there are only 24 sections available, it helps to calculate beforehand how many Power generators players require. Keep in mind that the [[Facilities (Long War)#static facilities|static facilities]] require 13 power and supply 30 power. For example, players may want to construct the following list of facilities:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 2 [[Laboratory (Long War)|Laboratories]] require a total of 8 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 3 [[Workshop (Long War)|Workshops]] require a total of 12 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Cybernetics Lab (Long War)|Cybernetics Lab]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
* The [[Gollop Chamber (Long War)|Gollop Chamber]] requires 35 power.&lt;br /&gt;
These facilities together take up 19 sections, leaving 5 for Power generators, and require a total of 180 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 150 power is required. The most efficient way of supplying this, is by building 4 [[Elerium Generator (Long War)|Elerium Generators]] (140 power) in a 2x2 pattern for 4 adjacency bonuses (12 power), which provides them with a total of 152 supply.&lt;br /&gt;
&lt;br /&gt;
However, since that does not leave enough power for any facility in the last remaining spot, there is little point in tearing down the [[Thermo Generator (Long War)|Thermo Generators]] to replace them with the more expensive [[Elerium Generator (Long War)|Elerium Generators]]. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 3 [[Elerium Generator (Long War)|Elerium Generators]] (105 power) provide a total of 155 power, even without adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
Alternatively, since the [[Gollop Chamber (Long War)|Gollop Chamber]] is by far the most power consuming building, and is only required at the very end of the campaign, players could focus on a base without the [[Gollop Chamber (Long War)|Gollop Chamber]], and when it&#039;s time to end the campaign, tear down several buildings to provide both space and power for the [[Gollop Chamber (Long War)|Gollop Chamber]]:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 3 [[Laboratory (Long War)|Laboratories]] require a total of 12 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 4 [[Workshop (Long War)|Workshops]] require a total of 16 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Cybernetics Lab (Long War)|Cybernetics Lab]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
These facilities together take up 20 sections, leaving 4 for Power generators, and require a total of 153 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 123 power is required. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 2 [[Elerium Generator (Long War)|Elerium Generators]] (70 power) provide a total of 120 power, so a single adjacency bonus (3 power) provides a total of 123 power.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Facilities_(Long_War)&amp;diff=61690</id>
		<title>Talk:Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Facilities_(Long_War)&amp;diff=61690"/>
		<updated>2014-11-25T04:25:36Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Nexuses!  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Hello everyone, I am starting work on a Navbar for facilities today, should finish it soon. Will link all articles there and add it throughout them to facilitate navigation. --[[User:8wayz|8wayz]] ([[User talk:8wayz|talk]]) 10:03, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nexuses!  ==&lt;br /&gt;
&lt;br /&gt;
Correct pluralization of the word &amp;quot;nexus&amp;quot; is either &amp;quot;nexus&amp;quot; (unchanged) or, in modern English, &amp;quot;nexuses&amp;quot;, much like virus-viruses. Sorry for being a grammar praetorian! &lt;br /&gt;
&lt;br /&gt;
[[User:KingGale|KingGale]] ([[User talk:KingGale|talk]]) 23:25, 24 November 2014 (EST)&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=61689</id>
		<title>Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=61689"/>
		<updated>2014-11-25T04:23:39Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Facilities background Long War.jpg|left|256px]]&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.&lt;br /&gt;
&lt;br /&gt;
The XCOM Headquarters, often referred to as the &amp;quot;Ant Farm&amp;quot;, due to it&#039;s side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.&lt;br /&gt;
&lt;br /&gt;
=Static facilities=&lt;br /&gt;
The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 13 power, effectively supplying 17 power to the constructible facilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Static facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (Long War)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;Hologlobe&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (Long War)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project and review completed research projects.&amp;lt;br /&amp;gt;Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (Long War)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (Long War)|Barracks]]&lt;br /&gt;
| The Barracks houses the soldiers that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (Long War)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s interceptors and firestorms.&amp;lt;br /&amp;gt;In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.&amp;lt;br /&amp;gt;Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.&lt;br /&gt;
| 0 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (Long War)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.&amp;lt;br/&amp;gt;In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.&amp;lt;br /&amp;gt;Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Constructible facilities=&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an [[Access Lift (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
Two sections contain steam vents. [[Thermo Generator (Long War)|Thermo Generators]] can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the [[Access Lift (Long War)|Access Lift]].&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 50% and adds 10 Meld to the cost, but halves the construction time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | Constructible facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Access Lift (Long War)|Access Lift]]&lt;br /&gt;
| Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations and other constructions may be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| Increases research speed by 20%.&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Genetics Lab (Long War)|Genetics Lab]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Psionic Labs (Long War)|Psionic Labs]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None&lt;br /&gt;
| 250 || 0 || 10 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Workshop (Long War)|Workshop]]&lt;br /&gt;
| Reduces item cost by 10% and gives a 10% refund on materials.&amp;lt;br /&amp;gt;Multiple [[Workshop (Long War)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Foundry]]&lt;br /&gt;
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Cybernetics Lab (Long War)|Cybernetics Lab]]&lt;br /&gt;
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]], and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || [[Research_(Long_War)|Alien Biocybernetics]] || None&lt;br /&gt;
| 300 || 0 || 0 || 21 || 35 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Officer Training School (Long War)|Officer Training School]]&lt;br /&gt;
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Fission Generator (Long War)|Fission Generator]]&lt;br /&gt;
| Supplies 8 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 120 || 0 || 0 || 10 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Thermo Generator (Long War)|Thermo Generator]]&lt;br /&gt;
| Supplies 25 power, which is required to construct additional facilities.&amp;lt;br /&amp;gt;Must be built over steam vents.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 350 || 0 || 0 || 21 || 35 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Elerium Generator (Long War)|Elerium Generator]]&lt;br /&gt;
| Supplies 35 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None&lt;br /&gt;
| 400 || 30 || 30 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Uplink (Long War)|Satellite Uplink]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.&amp;lt;br /&amp;gt;Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 300 || 25 || 10 || 21 || 30 || 12&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Alien Containment (Long War)|Alien Containment]]&lt;br /&gt;
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing players to interrogate them in the Labs.&amp;lt;br /&amp;gt;Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.&lt;br /&gt;
| None || [[Research_(Long_War)|Xenobiology]] || None&lt;br /&gt;
| 200 || 10 || 0 || 14 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hyperwave Relay (Long War)|Hyperwave Relay]]&lt;br /&gt;
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (Long War)|UFOs]] when they are detected.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Communications]] || None&lt;br /&gt;
| 600 || 50 || 30 || 28 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Gollop Chamber (Long War)|Gollop Chamber]]&lt;br /&gt;
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| 1000 || 50 || 30 || 28 || 200 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
[[File:Empty Facilities Long War.jpg|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single [[Access Lift (Long War)|Access Lift]] in the middle of the top level, and a single [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the [[Access Lift (Long War)|Access Lift]]. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional [[Access Lift (Long War)|Access Lifts]]. Players can build an [[Access Lift (Long War)|Access Lift]] on a lower level to gain access to that level. The [[Access Lift (Long War)|Access Lifts]] must be connected, so the first [[Access Lift (Long War)|Access Lift]] a player builds must be at the second level, the second [[Access Lift (Long War)|Access Lift]] on the third level and the third [[Access Lift (Long War)|Access Lift]] on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an [[Access Lift (Long War)|Access Lift]]), you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Open spaces that are separated from the [[Access Lift (Long War)|Access Lift]] by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Sections with solid ground that are separated from the [[Access Lift (Long War)|Access Lift]] by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 5 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed:&lt;br /&gt;
* Excavating a section on the top level costs 10 Credits.&lt;br /&gt;
* Excavating a section on the second level costs 20 Credits.&lt;br /&gt;
* Excavating a section on the third level costs 40 Credits.&lt;br /&gt;
* Excavating a section on the bottom level costs 80 Credits.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
There are a total of 24 sections available for facilities, not counting the [[Access Lift (Long War)|Access Lifts]]. To make optimal use of the adjacency bonuses, it is important that players plan the layout of their facilities ahead of time, to optimize adjacency bonuses. Since there are 4 different adjacency types, it&#039;s only natural to assign each adjacency type to it&#039;s own quarter:&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]], which include the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]].&lt;br /&gt;
* [[Workshop (Long War)|Workshops]], which include the [[Foundry (Long War)|Foundry]] and the [[Cybernetics Lab (Long War)|Cybernetics Lab]].&lt;br /&gt;
* Power generators, which include [[Fission Generator (Long War)|Fission Generators]], [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]].&lt;br /&gt;
* Satellite support, which include [[Satellite Uplink (Long War)|Satellite Uplinks]] and [[Satellite Nexus (Long War)|Satellite Nexi]].&lt;br /&gt;
&lt;br /&gt;
Players start with a [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the first [[Access Lift (Long War)|Access Lift]]. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of supporting this, is by building 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] (3 maximum satellites) and 3 [[Satellite Nexus (Long War)|Satellite Nexi]] (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which provides them with a total of 16 maximum satellites. This means that the entire top left quarter is reserved for satellite support.&lt;br /&gt;
&lt;br /&gt;
Steam vents can provide a great boost to power during the early months of the game, thanks to [[Thermo Generator (Long War)|Thermo Generators]], so the quarter that players reserve for their Power generators should contain at least one steam vent. It can be beneficial to restart the campaign until both steam vents are close to each other in the same quarter of the base, but keep in mind that [[Elerium Generator (Long War)|Elerium Generators]] supply more power than [[Thermo Generator (Long War)|Thermo Generators]] and do not have placement requirements, so steam vents can be ignored in the long run.&lt;br /&gt;
&lt;br /&gt;
Steam vents are generally found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build [[Fission Generator (Long War)|Fission Generators]] at the top of the base during the early months, to provide enough supply for their early buildings, and then tear these down once there are enough [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]] in place, as [[Fission Generator (Long War)|Fission Generators]] are very inefficient once players are getting tight for space.&lt;br /&gt;
&lt;br /&gt;
With the top left quarter reserved for Satellite support and one of the bottom quarters reserved for Power generators, the remaining two quarters are available for [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. Players should reserve the top right quarter for the adjacency type they want to focus on during the early game, and reserve the remaining quarter at the bottom for the other adjacency type.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if players are reserving the bottom left quarter for Power generators, they could reserve vertical lines for their [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. While this is slightly less efficient for the adjacency bonuses, it allows players to build essential buildings of either type before expanding to the third level.&lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that they also need to reserve space for the [[Officer Training School (Long War)|Officer Training School]], the [[Alien Containment (Long War)|Alien Containment]], the [[Hyperwave Relay (Long War)|Hyperwave Relay]] and the [[Gollop Chamber (Long War)|Gollop Chamber]]. These buildings have no adjacency type, and thus can be built in any quarter where players are not planning to use all 6 sections for the adjacency type.&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
Since there are only 24 sections available, it helps to calculate beforehand how many Power generators players require. Keep in mind that the [[Facilities (Long War)#static facilities|static facilities]] require 13 power and supply 30 power. For example, players may want to construct the following list of facilities:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 2 [[Laboratory (Long War)|Laboratories]] require a total of 8 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 3 [[Workshop (Long War)|Workshops]] require a total of 12 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Cybernetics Lab (Long War)|Cybernetics Lab]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
* The [[Gollop Chamber (Long War)|Gollop Chamber]] requires 35 power.&lt;br /&gt;
These facilities together take up 19 sections, leaving 5 for Power generators, and require a total of 180 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 150 power is required. The most efficient way of supplying this, is by building 4 [[Elerium Generator (Long War)|Elerium Generators]] (140 power) in a 2x2 pattern for 4 adjacency bonuses (12 power), which provides them with a total of 152 supply.&lt;br /&gt;
&lt;br /&gt;
However, since that does not leave enough power for any facility in the last remaining spot, there is little point in tearing down the [[Thermo Generator (Long War)|Thermo Generators]] to replace them with the more expensive [[Elerium Generator (Long War)|Elerium Generators]]. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 3 [[Elerium Generator (Long War)|Elerium Generators]] (105 power) provide a total of 155 power, even without adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
Alternatively, since the [[Gollop Chamber (Long War)|Gollop Chamber]] is by far the most power consuming building, and is only required at the very end of the campaign, players could focus on a base without the [[Gollop Chamber (Long War)|Gollop Chamber]], and when it&#039;s time to end the campaign, tear down several buildings to provide both space and power for the [[Gollop Chamber (Long War)|Gollop Chamber]]:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 3 [[Laboratory (Long War)|Laboratories]] require a total of 12 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 4 [[Workshop (Long War)|Workshops]] require a total of 16 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Cybernetics Lab (Long War)|Cybernetics Lab]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexi]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
These facilities together take up 20 sections, leaving 4 for Power generators, and require a total of 153 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 123 power is required. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 2 [[Elerium Generator (Long War)|Elerium Generators]] (70 power) provide a total of 120 power, so a single adjacency bonus (3 power) provides a total of 123 power.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=60494</id>
		<title>Strategy (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Long_War)&amp;diff=60494"/>
		<updated>2014-10-28T15:54:15Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
==Economy==&lt;br /&gt;
Long War&#039;s economy is very different to vanilla. While launching satellites will increase your income, &#039;&#039;satellite spam is not the answer to all your problems&#039;&#039; like it is in vanilla. Satellite uplinks give only one satellite per uplink plus adjacency and satellites are more expensive, so the cost of increasing your satellite coverage is much higher. The extra income you gain from each satellite is lower, since a country will already fund you 50% in normal (classic=40%, brutal=33%, impossible=25%) without a satellite. Your satellite network must be protected by interceptors, and interceptor maintenance is expensive - in fact it&#039;s likely your single biggest expenditure each month. Even with good interceptor coverage, eventually the aliens will get annoyed enough to send battleships after your satellites, so you will need to occasionally replace them. With all of these factors combined, launching more satellites will only marginally increase your income. You can improve this aspect of your income by thinking about efficiency - cover high income countries and cover whole continents to improve the efficiency of your interceptor placement. Prioritising aerospace research will also help, since it will allow you to reliably shoot down UFOs with fewer interceptors and less damage taken, meaning less interceptors needed and less maintenance.&lt;br /&gt;
&lt;br /&gt;
A large amount of your income will come from the sale of alien artifacts. Long War presents you with a &#039;&#039;lot&#039;&#039; of missions, which means a lot of alloys, elerium and corpses to sell - chances are you&#039;ll have considerably more of these things than you can sensibly use in the early game. While satellites don&#039;t give you so much direct income, the extra UFOs you can assault with more satellite coverage will mean more artifacts to sell, and hence more income indirectly. Do not sell things on the Gray Market until you need the money, because you never know when EXALT is going to hack your funding and steal a portion of your funds.&lt;br /&gt;
&lt;br /&gt;
In fact, with the Foundry projects that increase the amount of Alloys and Elerium you recover from raided UFOs: if you can confidently do so with regularity, particularly with landed Barges, selling the two can be an extra means of income. And with an array of Workshops giving you refunds on them on projects, it is not too difficult to reach a sustainable balance between selling and using, even with the occasional Council request giving additional personnel and credits in exchange.&lt;br /&gt;
&lt;br /&gt;
The amount of Meld that you get from canisters scales with how well the aliens are doing. As such, you may find that Meld becomes hard to come by if you&#039;re doing &amp;quot;too well&amp;quot;, so selling it or giving it by Request should not be done. On the other hand, if the aliens have you on the back foot, you may find yourself with enough Meld to build plentiful MECs and gene mods to help you get back in the game.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
The two main sources of panic in the Long War are Terror Missions, where an excellent mission rating only &#039;&#039;minimizes&#039;&#039; the Panic raise that &#039;&#039;will&#039;&#039; occur, and public UFO sightings in Council Nation airspace.&lt;br /&gt;
&lt;br /&gt;
For satellite coverage, since Uplink and Nexus capacity has been halved, you&#039;ll need more to fully cover all Council nations. The ideal satellite facility configuration is now a 2x3 block, with 3 Uplinks and 3 Nexuses; this will allow you to cover all 16 countries. While at first you &#039;&#039;will&#039;&#039; lose at least 1 country, and have only 15 countries to cover at start-- though you can liberate the 16th; in fact, liberating at least one country is required for story progression, as any withdrawn nation will spawn an Alien Base within it&#039;s borders-- you should build with the 3 and 3 in mind, so that you will not need to rebuild later, if your aim is to rescue all member nations.&lt;br /&gt;
&lt;br /&gt;
Still, coverage as soon as possible is ideal, so you can manage any smaller craft that come into covered airspace, and assault landed UFOs that are too big for your interceptors, or at least harass them in-flight. This (ineffectual) show of force is at least good PR for the Council nations, as doing at least 50% damage to UFOs reduces both Panic, as well as slows the aliens&#039; research progression. Try to keep some satellites in reserve, for when the inevitable Battleship comes for your satellites. Well, if you have the money, that is.&lt;br /&gt;
&lt;br /&gt;
Story progression is nearly identical to Vanilla, except that a satellite must be put over a withdrawn nation (be it that first one, or one later lost to Panic), along with a skeleton key being built. Any further countries lost will also spawn bases for additional assaults (and while difficult, they have been made profitable, to give you a fighting chance to bounce back from severe panic conitions).&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Due to the fact that aliens can now conduct research themselves, it is recommended to have a general direction towards which to focus your efforts in order not to fall too far behind them and avoid researching projects that may not prove immediately necessary at the present moment.&lt;br /&gt;
&lt;br /&gt;
With the way fatigue and injury are handled in Long War, armor becomes a much more valuable asset to your troops as only hits that manage to successfully penetrate a soldier&#039;s armor can grant him a vacation in your sickbay. Skipping Laser Weaponry entirely is not recommended on higher difficulties unless especial care is taken to maximize scientists through Council Requests and Satelite Coverage in addition to having a healthy amount of laboratories, as the both the accuracy bonus and damage are highly desireable in the early stages of the game. Even later on, handing a Rocketeer a Laser Carbine may even be better than having him use advanced weaponry as this improves his ability to hit bullseye with his launcher and results in less scatter.&lt;br /&gt;
&lt;br /&gt;
Furthermore, it is very important to put research effort into your airspace capabilities if you wish to preserve your satellite coverage. When given the choice whether to buy additional Interceptors or upgrade existing ones through foundry projects, weaponry or even temporary boosters, it is almost always recommended to go for the latter. The more UFO&#039;s you are able to successfully shoot down with your Interceptors, the more materials and money you will be able to salvage in the long run.&lt;br /&gt;
&lt;br /&gt;
The pace at which the aliens conduct research is dictated both by difficulty level and player action. Soldiers that are MIA (left behind) at the end of a mission will significantly boost alien research and should at all times be avoided unless if by doing so more are likely to meet the same fate. As of Beta 14, this will still be in effect, albeit in a much lesser fashion (1/4 of its original value). If you lose a soldier but win the mission, the aliens don&#039;t get research.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down an interceptor.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t gain research for shooting down a satellite.&lt;br /&gt;
&lt;br /&gt;
They do gain a little research for each non-air raid UFO that escapes undamaged.&lt;br /&gt;
&lt;br /&gt;
They have a chance to gain a little research if a UFO escapes lightly damaged.&lt;br /&gt;
&lt;br /&gt;
They gain a good bit of research if a landed UFO on a research mission is not defeated.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(Long_War)&amp;diff=59571</id>
		<title>Talk:Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(Long_War)&amp;diff=59571"/>
		<updated>2014-09-16T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chart is going to need work: reserch reqs, enigneer reqs, time, and quickbuild meld cost and § formula (facility builds is also going to need those last two). &amp;quot;Seat&amp;quot; thing was clever, but don&#039;t think it&#039;ll survive. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 03:17, 14 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Added Psi Screen under protective items, someone please confirm the materials cost/time etc if possible [[User:KingGale|KingGale]] ([[User talk:KingGale|talk]]) 17:48, 16 September 2014 (EDT)&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(Long_War)&amp;diff=59570</id>
		<title>Talk:Equipment (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Equipment_(Long_War)&amp;diff=59570"/>
		<updated>2014-09-16T21:48:19Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chart is going to need work: reserch reqs, enigneer reqs, time, and quickbuild meld cost and § formula (facility builds is also going to need those last two). &amp;quot;Seat&amp;quot; thing was clever, but don&#039;t think it&#039;ll survive. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 03:17, 14 June 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Added Psi Screen under protective items, someone please confirm the materials cost/time etc if possible&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=59569</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=59569"/>
		<updated>2014-09-16T21:47:29Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&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; | Weight !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
! {{Credits Icon}} !! {{AA Icon}} !! {{Elerium Icon}} !! {{Meld Icon}} !! {{Time Icon}} !! Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Walker Servos || 0 || Assault || Advanced Servomotors || Grants +2 Mobility. || 55 || 5 || 2 || 2 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with other plating items. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. Cannot be stacked with other plating items. || 50 || 5 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating || 2 || All || Chryssalid Autopsy || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. || 70 || 10 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense . || 51 || 3 || 2 || 5 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Respirator Implant || 1 || All || Seeker Autopsy || Grants immunity to strangulation and partial immunity to acid. || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|Impact Vest || 1 || Assault || Mobile Power Armor || Grants the Shock-Absorbent Armor perk. || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mind Shield || 1 || Psionic || Sectoid Commander Autopsy || Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-&lt;br /&gt;
|Psi Screen || 1 || Psionic || Mechtoid Autopsy || Provide +1 DR vs. Psionic, but draws -15 Will when equipped || 85 || 10 || 5 || 10 || 10 || 1x Mechtoid Core&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon || 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. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || 1 || All || - ||  Incurs -50% Aim, -50% 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.|| colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chem Grenade || 1 || All || Thin Man Autopsy || 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 and damage reduction penalties. || 20 || 0 || 0 || 0 || ? || 3x Thin Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || 50 || 3 || 1 || 2 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || 150 || 5 || 15 || 10 || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Ammunition&lt;br /&gt;
|-&lt;br /&gt;
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || 25 || 5 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || 5 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 20 || 0 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Gunsights and Optics&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || 60 || 0 || 0 || 1 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 3 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Items for mechanized units&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; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !!  rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Gyros || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N&#039; Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|HEAT Ammo || {{No Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Counterfire Pods || {{No Icon}} || {{Yes Icon}} || 1 || Mechtoid Autopsy || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light &#039;Em Up perk . || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants the Damage Control perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Sensors || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy  || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Depleted Elerium Rounds || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pumper || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 75 || 10 || 5 || 0 || ?&lt;br /&gt;
|-&lt;br /&gt;
|Zevatron Booster || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|The Thumper || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59527</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=59527"/>
		<updated>2014-09-14T07:12:20Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Weapons */&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) || 7-14 || 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>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=59526</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=59526"/>
		<updated>2014-09-14T07:10:58Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Weapons */&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) || 7-14 || 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 || ? || MEC || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Restorative Mist || Thin Man Autopsy || ? || ?-? || % || - || No || - || - || 1 || ? || 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>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=59489</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=59489"/>
		<updated>2014-09-09T18:49:21Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Soldier Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.&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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&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; | Weight !! rowspan=&amp;quot;2&amp;quot; | Classes !! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
! {{Credits Icon}} !! {{AA Icon}} !! {{Elerium Icon}} !! {{Meld Icon}} !! {{Time Icon}} !! Other&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous Items&lt;br /&gt;
|-&lt;br /&gt;
|Alien Trophy || 1 || All || - || Grants immunity to panic, except Psi Panic || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || 1 || All || - || Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable) || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Rocket || 2 || Rocketeer || - || Grants one additional rocket. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Rocket || 2 || Rocketeer || - || Grants one additional shredder rocket. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Arc Thrower || 2 || All || Xenoneurology || Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43% || 100 || 0 || 0 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Smartgun Kit || 1 || Gunner || Experimental Warfare || Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots. || 55 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Walker Servos || 0 || Assault || Advanced Servomotors || Grants +2 Mobility. || 55 || 5 || 2 || 2 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Protective Items&lt;br /&gt;
|-&lt;br /&gt;
|Ceramic Plating || 1 || All || - || Provides +1 Armor HP. Cannot be stacked with other plating items. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Plating || 1 || All || Alien Materials || Provides +2 Armor HP. Cannot be stacked with other plating items. || 50 || 5 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Chitin Plating || 2 || All || Chryssalid Autopsy || Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items. || 100 || 20 || 0 || 0 || 10 || 10x Chryssalid Carcass&lt;br /&gt;
|-&lt;br /&gt;
|Reinforced Armor || 2 || All || Alien Materials || Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items. || 70 || 10 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Suit || 1 || All || Seeker Autopsy || Grants +7 Defense . || 51 || 3 || 2 || 5 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Respirator Implant || 1 || All || Seeker Autopsy || Grants immunity to strangulation and partial immunity to acid. || 15 || 0 || 0 || 0 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|Impact Vest || 1 || Assault || Mobile Power Armor || Grants the Shock-Absorbent Armor perk. || 100 || 10 || 5 || 5 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|Mind Shield || 1 || Psionic || Sectoid Commander Autopsy || Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic || 200 || 20 || 30 || 5 || 20 || 5x Sectoid Commander Corpse&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Thrown Devices&lt;br /&gt;
|-&lt;br /&gt;
|Battle Scanner || 1 || All || - || Can be thrown to provide vision for two turns. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Mimic Beacon || 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. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Grenades&lt;br /&gt;
|-&lt;br /&gt;
|AP Grenade || 1 || All || - || Deals 2-6 damage to units not in cover relative to the center of the blast radius. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || 1 || All || - ||  Incurs -50% Aim, -50% 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.|| colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade || 1 || All || - || Confers +20 Defense to units in radius for two turns. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|HE Grenade || 1 || All || - || Deals 1-5 damage to units in blast radius and can destroy cover || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Alien Grenade || 1 || All || Alien Grenades || Deals ?-? damage to units in blast radius and can destroy cover  Replaces HE Grenade via Foundry Project.|| colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Chem Grenade || 1 || All || Thin Man Autopsy || 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 and damage reduction penalties. || 20 || 0 || 0 || 0 || ? || 3x Thin Man Corpse&lt;br /&gt;
|-&lt;br /&gt;
|Psi Grenade || 1 || Psionic || Xenopsionics || Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Ghost Grenade || 1 || Psionic || Xenopsionics || Grants stealth to units in an area for one turn. || ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Ammunition&lt;br /&gt;
|-&lt;br /&gt;
|Hi Cap Mags || 1 || All || - || +1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Shredder Ammo || 1 || Assault || Experimental Warfare || Grants the Shredder Ammunition perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Armor Piercing Ammo || 1 || Gunner || Experimental Warfare || Reduces enemy damage reduction (including that from cover) by 1. || 25 || 5 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Breaching Ammo || 1 || Assault || Experimental Warfare || Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun. || 35 || 5 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Rounds || 1 || All || Experimental Warfare || Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon&#039;s effective range. || 20 || 0 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Gunsights and Optics&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || 1 || All || - || +5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade. || colspan=&amp;quot;6&amp;quot; align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|SCOPE || 1 || All || Alien Weaponry || Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade || 80 || 0 || 0 || 0 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|Targeting Module || 1 || All || Xenobiology || Provides +7 Critical Hit Chance to a soldiers primary weapon. || 20 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || Scout || Experimental Warfare || Confers Executioner perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || ? || ? || ? || ? || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 3 || 0 || 0 || ? || -&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim, but -15 Will. Stacks with SCOPE and Laser Sight. || ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MEC and SHIV Equipment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Items for mechanized units&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; | Weight !! rowspan=&amp;quot;2&amp;quot; | Research !!  rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Gyros || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Carbide Plating || {{Yes Icon}} || {{Yes Icon}} || 1 || Heavy Floater Autopsy || Increases both DR and HP of the equipped unit by +1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Perk Granting Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Autoloader || {{Yes Icon}} || {{Yes Icon}} || 1 || - || Grants Lock N&#039; Load perk, allowing for additional shots to be fired before reloading is required. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|HEAT Ammo || {{No Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants HEAT Ammo perk, providing additional damage against mechanized units. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Counterfire Pods || {{No Icon}} || {{Yes Icon}} || 1 || Mechtoid Autopsy || Grants Reactive Targeting Sensors perk, allowing the SHIV to return fire. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light &#039;Em Up perk . || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Autosentry Turret || {{No Icon}} || {{Yes Icon}} || 1 || Cyberdisc Autopsy  || Confers the Sentinel perk, allowing the SHIV to fire twice while on overwatch. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants the Damage Control perk. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Sensors || {{Yes Icon}} || {{No Icon}} || 1 || Mechtoid Autopsy  || Grants Tactical Sense perk, enhancing defense by 5 for every enemy the MEC can see. (Up to a maximum bonus of +20)|| ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Damage Enhancing Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Depleted Elerium Rounds || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Ballistics || Increases Autocannon, Sentry Gun, Minigun, and Railgun damage by 1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pumper || {{Yes Icon}} || {{Yes Icon}} || 1 || Enhanced Lasers|| Increases Superheavy Laser, Superheavy Pulse, Laser Lance, and Pulse Lance damage by 1. || 75 || 10 || 5 || 0 || ?&lt;br /&gt;
|-&lt;br /&gt;
|Zevatron Booster || {{Yes Icon}} || {{Yes Icon}} || 1 || Precision Plasma Weapons || Increases Particle Cannon and Superheavy Plasma damage by 1. || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|The Thumper || {{Yes Icon}} || {{No Icon}} || 1 || Antigrav Systems || Increases Kinetic Strike Damage by 2. || 85 || 20 || 15 || 0 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58932</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=58932"/>
		<updated>2014-08-17T17:45:04Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&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;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
| Reduces SHIV repair time&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| ?&lt;br /&gt;
| §150, 30x Alloys, 2x Cyberdisk Wreck&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core&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;
|-&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
|-&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
|-&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §?, ?&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;
|-&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| ?&lt;br /&gt;
| §40&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
|-&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Elerium&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| ?&lt;br /&gt;
| §80, 5x Alloys&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150, 20x Alloys, 15x Weapon Fragments&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments&lt;br /&gt;
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| -&lt;br /&gt;
| §35, 5x Weapon Fragments&lt;br /&gt;
| Increases chance of scoring a critical hit with pistols&lt;br /&gt;
|-&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Gauss Weapons?&lt;br /&gt;
| §90, 5x Alloys, 25x Weapon Fragments&lt;br /&gt;
| +10% Aim for pistols?&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 10x Weapon Fragments, 10x Meld&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
|-&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
|-&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
|-&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 20x Alloys&lt;br /&gt;
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)&lt;br /&gt;
|-&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 35x Weapon Fragments, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Material Recovery&lt;br /&gt;
|-&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500, 20x Elerium, 60x Alloys, 80x Meld&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| ?&lt;br /&gt;
| §300, 5x Elerium, 15x Alloys, 60x Meld&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
|-&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| ?&lt;br /&gt;
| §200, x10 Elerium, x20 Alloys, x30 Meld&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §?, ?&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;
|-&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment&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;
|-&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600, 12x Alien Surgery, 12x Alien Stasis Tank&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
|-&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180, 10x Thin Man Corpses, 10x Meld&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|-&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100, 10 Elerium, 15 Alloys&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
|-&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §50, 15x Weapon Fragment&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit by 10%&amp;lt;br&amp;gt;May also increase crit chance when using Laser Sight by 5%&lt;br /&gt;
|-&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?&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;
|-&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>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=58931</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=58931"/>
		<updated>2014-08-17T17:44:19Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&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;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Projects&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Requirements&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Repair&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §60, 3x Elerium, 3x Alloys, 10x Drone Wreck&lt;br /&gt;
| Reduces SHIV repair time&lt;br /&gt;
|-&lt;br /&gt;
| SHIV Defenses&lt;br /&gt;
| ?&lt;br /&gt;
| §150, 30x Alloys, 2x Cyberdisk Wreck&lt;br /&gt;
| Unlocks two new utility items for SHIVs to increase their defensive capabilities&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300, 20x Elerium, 30x Alloys, 8x Meld, 8x Mechtoid Core&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;
|-&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §250, 40x Alloys, 4x Heavy Floater Corpse, 4x Meld&lt;br /&gt;
| Increases Interceptor and SHIV repair speed&lt;br /&gt;
|-&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| ?&lt;br /&gt;
| §?, ? Elerium, ? Alloys, ? Meld, ? Corpses&lt;br /&gt;
| Increases health of mechanised units (SHIV, MEC)&lt;br /&gt;
|-&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §?, ?&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;
|-&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| ?&lt;br /&gt;
| §40&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat&lt;br /&gt;
|-&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Elerium&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Flamethrower damage by ~50%.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| ?&lt;br /&gt;
| §80, 5x Alloys&lt;br /&gt;
| Unlocks Alloy-Jacketed Rounds for Infantry and Depleted Elerium Rounds for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150, 20x Alloys, 15x Weapon Fragments&lt;br /&gt;
| Unlocks Enhanced Beam Optics for Infantry and Laser Pumper for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Unlocks Plasma Stellerator for Infantry and Zevatron Booster for SHIVs/MECs.&lt;br /&gt;
|-&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §600, 65x Alloys, 20x Muton Corpses, 100x Weapon Fragments&lt;br /&gt;
| Increases the ammo capacity of weapons by a varying amount (usually 1 attack/burst).&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| -&lt;br /&gt;
| §35, 5x Weapon Fragments&lt;br /&gt;
| Increases chance of scoring a critical hit with pistols&lt;br /&gt;
|-&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Gauss Weapons?&lt;br /&gt;
| §90, 5x Alloys, 25x Weapon Fragments&lt;br /&gt;
| +10% Aim for pistols?&lt;br /&gt;
|-&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §?, ?&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 10x Weapon Fragments, 10x Meld&lt;br /&gt;
| Allows production of usable &#039;booster&#039; items for interception&lt;br /&gt;
|-&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases Interceptor combat time.&lt;br /&gt;
|-&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 30x Elerium, 95x Alloys, 20x Floater Corpses, 20x Meld&lt;br /&gt;
| Increases Interceptor HP.&lt;br /&gt;
|-&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500, 10x Elerium, 50x Alloys, 50x Weapon Fragments, 50x Meld&lt;br /&gt;
| Grants Interceptors secondary armor-piercing missiles.&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 2x Cyberdisc Wreck, 2x UFO Flight Computers&lt;br /&gt;
| Increases armor penetration of air-to-air weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200, 20x Alloys&lt;br /&gt;
| Grants additional soldier slots on certain missions; alien base raids (10), EXALT HQ raid (?), and Temple Ship (14?)&lt;br /&gt;
|-&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400, 35x Weapon Fragments, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor hit chance.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols&lt;br /&gt;
|-&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §250, 30x Elerium, 10x Alloys, 2x UFO Power Source, 15x Weapon Fragment&lt;br /&gt;
| Upgrades fire rate and armor penetration of aerial Laser Cannons.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §300, 20x Elerium, 5x Alloys, 35x Weapon Fragments, 3x Seeker Wrecks, 3x UFO Flight Computers&lt;br /&gt;
| Increases Interceptor dodge chance.&lt;br /&gt;
|-&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §400, 20x Elerium, 20x Alloys, 2x UFO Power Source, 2x UFO Flight Computer&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicing patrol behaviour), and always know when UFOs are on satellite-hunting missions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Material Recovery&lt;br /&gt;
|-&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500, 20x Elerium, 60x Alloys, 80x Meld&lt;br /&gt;
| Increases Elerium recovery from combat.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| ?&lt;br /&gt;
| §300, 5x Elerium, 15x Alloys, 60x Meld&lt;br /&gt;
| Increases alloy salvage from crash sites by between 15 and 20 percent&lt;br /&gt;
|-&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| ?&lt;br /&gt;
| §200, x10 Elerium, x20 Alloys, x30 Meld&lt;br /&gt;
| Increases weapon fragment recovery from combat by 25%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §?, ?&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;
|-&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100, 20x Elerium, 20x Alloys, 4x Drone Wreck, 30x Weapon Fragments&lt;br /&gt;
| Increases stunning ability of the Arc Thrower&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500, 50x Weapon Fragment, 20x Muton Elite Corpse&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100, 15x Elerium, 1x Alien Grenade, 20x Weapon Fragment&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;
|-&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600, 12x Alien Surgery, 12x Alien Stasis Tank&lt;br /&gt;
| Increases soldier healing rate by using alien technology&lt;br /&gt;
|-&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180, 10x Thin Man Corpses, 10x Meld&lt;br /&gt;
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §?, ?&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)&lt;br /&gt;
|-&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100, 10 Elerium, 15 Alloys&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects&lt;br /&gt;
|-&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| ?&lt;br /&gt;
| §50, 15x Weapon Fragment&lt;br /&gt;
| SCOPE increases user&#039;s chance of scoring a critical hit by 10%&amp;lt;br&amp;gt;May also increase crit chance when using Laser Sight by 5%&lt;br /&gt;
|-&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §?, ?&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;
|-&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>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agents_(Apocalypse)&amp;diff=34176</id>
		<title>Talk:Agents (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agents_(Apocalypse)&amp;diff=34176"/>
		<updated>2011-10-14T19:15:42Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Human and Gravball League Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Figured I&#039;d throw this out here as an interesting thing: Androids appear to have infinite Stamina (at least in Real-Time Tactical Combat). I&#039;ve not thoroughly checked this out yet, but I have looked at it a few times and never noticed their stamina to be anything less than max. Usefull to let your Androids sprint to the far UFO door and still be able to sprint BACK if he runs into a Popper or something.&lt;br /&gt;
 ~~Sunflash; Jan 2, &#039;10; 9:47PM CT&lt;br /&gt;
&lt;br /&gt;
: This is not unique to androids.  I&#039;m not sure what the exact limits are, but in general a high strength combined with &amp;quot;low&amp;quot; loading results in most if not all actions having zero stamina cost.&lt;br /&gt;
&lt;br /&gt;
: Androids just invariably have high strength.  -- [[User:Zaimoni|Zaimoni]], 19:31 Jan 3 2010 CST&lt;br /&gt;
&lt;br /&gt;
: Oh, really? So in theory you could load down an Android to the point where he&#039;d show a loss of stamina? I&#039;m at work for awhile yet so I can&#039;t test that just yet. --Sunflash&lt;br /&gt;
:: Well, looks like I&#039;d just never managed to actually get my Androids loaded down enough. Awoup. D: [[User:Sunflash|Sunflash]] 22:34, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edited the Ranks section to reflect the Agent Ranks page ==&lt;br /&gt;
&lt;br /&gt;
Just updated to include others&#039; and my own findings regarding rank progression, which were discussed in the [[Agent Ranks (Apocalypse)]] discussion page. - [[User:KingGale|KingGale]] 14:14, 13 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Human and Gravball League Relations  ==&lt;br /&gt;
&lt;br /&gt;
It&#039;s not related to the last edit, but it came to mind as I was skimming over the page. Has there been any evidence that humans and the Gravball League (or any other company) are directly related? -[[User:NKF|NKF]] 00:48, 14 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: It&#039;s empirical at best unless you know of any way to check the game code. I tried it just now and for 20 days the average number of Agents available with Gravball League allied was 2.4. With them hostile the average number of Agents available for hire was 1.9. Not extremely significant. Also, these numbers vary from game to game depending on how many personnel slots you have available, I believe. I had only 5 slots when I checked, so the numbers are a bit low. [[User:KingGale|KingGale]] 15:15, 14 October 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34173</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34173"/>
		<updated>2011-10-14T18:24:10Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have some 30 Agents, about 70 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). I had some Rookie Agents, but I fired them a while ago (and I&#039;m certain that I saw at least a few promotions after). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone anymore, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;br /&gt;
&lt;br /&gt;
Edit: I keep getting the number of my scientists/Agents wrong, but I checked just now, and it&#039;s roughly the above: 30-70 distribution, and all Agents ranked. - [[User:KingGale|KingGale]] 05:34, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Welcome to the wiki, and unfortunately our Apocalypse section is quite lacking, so it&#039;s always good to have some new folks ready to contribute to it. By the way, you can sign off your talk page and timestamp your posts by typing in four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; after your posts. &lt;br /&gt;
&lt;br /&gt;
: Non-combat units are actually stored exactly in the same file as the agents. The main difference is what profession they fall under. I&#039;d have to agree that they are probably considered as whole for promotion distribution. Since you don&#039;t exactly get to appraise their non-technical stats, it might be possible the elusive commander is splitting atoms in a coffee mug in the canteen. -[[User:NKF|NKF]] 02:15, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the welcome! It&#039;s been a while since I edited any wikis, and I&#039;d forgotten the basics, so thanks for the reminder. &lt;br /&gt;
:: Some other users noted here that scientists don&#039;t get promoted, but I haven&#039;t exactly looked at the game code or anything, so I can&#039;t be sure that my commander isn&#039;t hanging out with the other dorks in the lab - I&#039;m just assuming (hoping!) he&#039;s not.&lt;br /&gt;
&lt;br /&gt;
:: Since that last update, I&#039;ve tried to get my Agents promoted by raiding the CoS (since for some reason aliens stopped invading often), and I&#039;ve hit a Colonel, 4 Captains, 10 Sergeants, and 43 Squad Leaders(!). The rest are mostly scientists, bar a few Rookie Agents that haven&#039;t been promoted yet: 50 Engineers, 25 Physicists and 15 Biochemists. It&#039;s pretty hard to promote units through CoS raiding above the rank of Squad Leader, I&#039;ve found, and mass CoS raiding incurs quite massive scores, which in turn means Psimorph and Megaspawn funzies, but oh well. I&#039;ll update the wiki if I reach any other conclusions during my quest. And I think I&#039;ll take a look and see what other sections need help.  - [[User:KingGale|KingGale]] 05:34, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Got me a Commander. Personnel stats included. ==&lt;br /&gt;
Okay, well... I did it. It came as a sort of major anticlimax - while raiding the CoS. Let me tell you, it was a bitch. The real difficulty was to get two Colonels - promotions ground to a halt after I got my first one. Once I did (in the Alien white cubes mission, where I ended with 2k score!) the next mission was this raid, where the just promoted Colonel got promoted again, to Commander. I guess the guy was a star, eh? Though my other Colonel (a woman) may cry sexism - she&#039;s been a Colonel for about a month now, and suddenly some guy outranks her from out of nowhere! Anyway, [http://i.imgur.com/meZzQ.jpg here it is] for those of you still around that want to bask in the awesomeness (celebratory picture included!). My current personnel consists of 88 scientists and 90 Agents, of which: 44 Squad Leaders, 13 Sergeants, 4 Captains, 1 Colonel, 1 Commander. 178 in total - not for the faint of heart. [[User:KingGale|KingGale]] 14:24, 14 October 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_(Apocalypse)&amp;diff=34171</id>
		<title>Agents (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_(Apocalypse)&amp;diff=34171"/>
		<updated>2011-10-13T18:25:46Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Your agents are your lifeblood when it comes to close combat engagements with the enemy. Agents are highly adaptable soldiers trained in all the arts of - well - urban warfare. They come in all races, creeds colours and shapes. X-COM does not discriminate and is an equal opportunity employer. Come one, come all; if you can survive the night - or your first mission - then you will go far in the organisation. &lt;br /&gt;
&lt;br /&gt;
== The Races ==&lt;br /&gt;
&lt;br /&gt;
Though most X-COM commanders end up utilising humans in the majority because they are the most well rounded race and have larger numbers available for recruitment, a good mix of Hybrids and Androids does allow for different tactical advantages that are normally not available to a team consisting entirely of one race. &lt;br /&gt;
&lt;br /&gt;
===[[Humans (Apocalypse)|Humans]]===&lt;br /&gt;
[[Image:Human_apocalypse.png|right]]&lt;br /&gt;
&lt;br /&gt;
Humans are fundamental trooper material. They will probably make up the largest of your soldier population. They start with strong to average [[Agents Stats (Apocalypse)|abilities]] and can become very skilled soldiers fairly quickly. The only thing that humans lack are good psionic skills. Their starting statistics tend to vary widely. Be sure to screen those otherwise superb recruits for psi-defense or bravery deficiencies!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Pros:&#039;&#039;&#039; Wide availability of recruits means you rarely run out of human agents. Relatively fast statistical improvement means that even subpar agents can increase to respectable levels, with time.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Cons:&#039;&#039;&#039; Psionics, morale, brainsucking. Humans are also fragile.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Recruitment:&#039;&#039;&#039; You can&#039;t really lose recruiting options with humans, but it&#039;s generally a good idea to keep people in your good books anyway. And specially if you keep [[Grav Ball League]] happy.&lt;br /&gt;
&lt;br /&gt;
===[[Hybrids (Apocalypse)|Hybrids]]===&lt;br /&gt;
[[Image:Hybrid_apocalypse.png|right]]&lt;br /&gt;
Hybrids are the result of a crossing between humans and sectoids. No one&#039;s certain why they end up bald and with ridges on their head, but they take on the qualities of their sectoid bretheren. They are mentally powerful while frail in the flesh. However, being part human, they have the potential to become as powerful as their pure human cousins on top of their psionic skills. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Pros:&#039;&#039;&#039; Psionic capabilities are useful, but suffer from drawbacks in Apocalypse.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Cons:&#039;&#039;&#039; Pretty much the same as human troopers, though often even more fragile. However, due to the psionic &amp;quot;nerf&amp;quot; (they only function on a line-of-sight basis, at least for untrained psions) hybrids are less effective than they could be.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Recruitment:&#039;&#039;&#039; You must be on good terms with [[Mutant Alliance]] to ensure a healthy quantity of Hybrid recruits.&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Apocalypse)|Androids]]===&lt;br /&gt;
[[Image:Android_apocalypse.png|right]]&lt;br /&gt;
The Androids are the oddball of the three species that are employed by X-COM. The androids make a valiant attempt to eke out their virtual existence in the physical world by doing their best and taking as much advantage of their cybernetic bodies as they can. Unfortunately, they are not able to improve physically in any way or form. While this may sound like a big detriment at first, they start their life of service as combat hardened soldiers and have a semblance of immunity towards brainsucker and psionics. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Pros:&#039;&#039;&#039; Good starting stats - especially health and morale. A shot that could kill a new human or hybrid recruit may &#039;&#039;merely&#039;&#039; critically wound an android. [[Brainsucker]]s and psi capable enemies do not deliberately target androids. &lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Cons:&#039;&#039;&#039; Inconsequential stat progression. No psionic attack capability. Can be brainsucked, though only by accident. &lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Recruitment:&#039;&#039;&#039; Few or no android recruits will be available if you don&#039;t keep [[S.E.L.F.]] - the Sentient Engine Liberation Front - happy.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Notes&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank6 Commander.GIF|32px]] The Big Man&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Colonel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank5 Colonel.GIF|32px]] 1 Colonel per 2 Captains&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Captain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank4 Captain.GIF|32px]] 1 Captain per 3 Sergeants&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sergeant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank3 Sergeant.GIF|32px]] 1 Sergeant per 4 Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squad Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank7 Squadleader.GIF|32px]] 1 Squad Leader for every 5 Agents&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squaddie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank2 Squaddie.GIF|32px]] A rookie will be promoted to squaddie when he/she earns enough experience points&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rookie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank1 Rookie.GIF|32px]] Starting rank for all new recruits&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apparently, and for purposes of rank progression, all your hired personnel count toward the soldier limit, including scientists (which are presumably assigned the rank of Rookie, since it seems that scientist promotion does not take place in Apocalypse). Therefore, it is possible to have only ranked (i.e. higher than Squaddie) Agents if the total staff limit was reached through hiring scientists to fill the ranks. Check the discussion on the [[Agent Ranks (Apocalypse)|Agent Ranks]] page for more information.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Apocalypse]]&lt;br /&gt;
* [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
* [[Agents Stats (Apocalypse)|Agent Stats]]&lt;br /&gt;
* [[Training (Apocalypse)|Training]]&lt;br /&gt;
* [[Agents Medals (Apocalypse)|Agent Medals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agents_(Apocalypse)&amp;diff=34170</id>
		<title>Talk:Agents (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agents_(Apocalypse)&amp;diff=34170"/>
		<updated>2011-10-13T18:14:57Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited the Ranks section to reflect the Agent Ranks page */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Figured I&#039;d throw this out here as an interesting thing: Androids appear to have infinite Stamina (at least in Real-Time Tactical Combat). I&#039;ve not thoroughly checked this out yet, but I have looked at it a few times and never noticed their stamina to be anything less than max. Usefull to let your Androids sprint to the far UFO door and still be able to sprint BACK if he runs into a Popper or something.&lt;br /&gt;
 ~~Sunflash; Jan 2, &#039;10; 9:47PM CT&lt;br /&gt;
&lt;br /&gt;
: This is not unique to androids.  I&#039;m not sure what the exact limits are, but in general a high strength combined with &amp;quot;low&amp;quot; loading results in most if not all actions having zero stamina cost.&lt;br /&gt;
&lt;br /&gt;
: Androids just invariably have high strength.  -- [[User:Zaimoni|Zaimoni]], 19:31 Jan 3 2010 CST&lt;br /&gt;
&lt;br /&gt;
: Oh, really? So in theory you could load down an Android to the point where he&#039;d show a loss of stamina? I&#039;m at work for awhile yet so I can&#039;t test that just yet. --Sunflash&lt;br /&gt;
:: Well, looks like I&#039;d just never managed to actually get my Androids loaded down enough. Awoup. D: [[User:Sunflash|Sunflash]] 22:34, 5 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edited the Ranks section to reflect the Agent Ranks page ==&lt;br /&gt;
&lt;br /&gt;
Just updated to include others&#039; and my own findings regarding rank progression, which were discussed in the [[Agent Ranks (Apocalypse)]] discussion page. - [[User:KingGale|KingGale]] 14:14, 13 October 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_(Apocalypse)&amp;diff=34169</id>
		<title>Agents (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_(Apocalypse)&amp;diff=34169"/>
		<updated>2011-10-13T18:11:25Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Your agents are your lifeblood when it comes to close combat engagements with the enemy. Agents are highly adaptable soldiers trained in all the arts of - well - urban warfare. They come in all races, creeds colours and shapes. X-COM does not discriminate and is an equal opportunity employer. Come one, come all, if you can survive the night - or your first mission - then you will go far in the organisation. &lt;br /&gt;
&lt;br /&gt;
== The Races ==&lt;br /&gt;
&lt;br /&gt;
Though most X-COM commanders end up utilising humans in the majority because they are the most well rounded race and have larger numbers available for recruitment, a good mix of Hybrids and Androids does allow for different tactical advantages that are normally not available to a team consisting entirely of one race. &lt;br /&gt;
&lt;br /&gt;
===[[Humans (Apocalypse)|Humans]]===&lt;br /&gt;
[[Image:Human_apocalypse.png|right]]&lt;br /&gt;
&lt;br /&gt;
Humans are fundamental trooper material. They will probably make up the largest of your soldier population. They start with strong to average [[Agents Stats (Apocalypse)|abilities]] and can become very skilled soldiers fairly quickly. The only thing that humans lack are good psionic skills. Their starting statistics tend to vary widely. Be sure to screen those otherwise superb recruits for psi-defense or bravery deficiencies!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Pros:&#039;&#039;&#039; Wide availability of recruits means you rarely run out of human agents. Relatively fast statistical improvement means that even subpar agents can increase to respectable levels, with time.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Cons:&#039;&#039;&#039; Psionics, morale, brainsucking. Humans are also fragile.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Recruitment:&#039;&#039;&#039; You can&#039;t really lose recruiting options with humans, but it&#039;s generally a good idea to keep people in your good books anyway. And specially if you keep [[Grav Ball League]] happy.&lt;br /&gt;
&lt;br /&gt;
===[[Hybrids (Apocalypse)|Hybrids]]===&lt;br /&gt;
[[Image:Hybrid_apocalypse.png|right]]&lt;br /&gt;
Hybrids are the result of a crossing between humans and sectoids. No one&#039;s certain why they end up bald and with ridges on their head, but they take on the qualities of their sectoid bretheren. They are mentally powerful while frail in the flesh. However, being part human, they have the potential to become as powerful as their pure human cousins on top of their psionic skills. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Pros:&#039;&#039;&#039; Psionic capabilities are useful, but suffer from drawbacks in Apocalypse.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Cons:&#039;&#039;&#039; Pretty much the same as human troopers, though often even more fragile. However, due to the psionic &amp;quot;nerf&amp;quot; (they only function on a line-of-sight basis, at least for untrained psions) hybrids are less effective than they could be.&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Recruitment:&#039;&#039;&#039; You must be on good terms with [[Mutant Alliance]] to ensure a healthy quantity of Hybrid recruits.&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Apocalypse)|Androids]]===&lt;br /&gt;
[[Image:Android_apocalypse.png|right]]&lt;br /&gt;
The Androids are the oddball of the three species that are employed by X-COM. The androids make a valiant attempt to eke out their virtual existence in the physical world by doing their best and taking as much advantage of their cybernetic bodies as they can. Unfortunately, they are not able to improve physically in any way or form. While this may sound like a big detriment at first, they start their life of service as combat hardened soldiers and have a semblance of immunity towards brainsucker and psionics. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Pros:&#039;&#039;&#039; Good starting stats - especially health and morale. A shot that could kill a new human or hybrid recruit may &#039;&#039;merely&#039;&#039; critically wound an android. [[Brainsucker]]s and psi capable enemies do not deliberately target androids. &lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Cons:&#039;&#039;&#039; Inconsequential stat progression. No psionic attack capability. Can be brainsucked, though only by accident. &lt;br /&gt;
&amp;lt;br&amp;gt;* &#039;&#039;&#039;Recruitment:&#039;&#039;&#039; Few or no android recruits will be available if you don&#039;t keep [[S.E.L.F.]] - the Sentient Engine Liberation Front - happy.&lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
&amp;lt;table {{StdDescTable}}&amp;gt;&lt;br /&gt;
&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Rank&amp;lt;/th&amp;gt;&amp;lt;th {{StdDescTable_Heading}}&amp;gt;Notes&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank6 Commander.GIF|32px]] The Big Man&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Colonel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank5 Colonel.GIF|32px]] 1 Colonel per 2 Captains&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Captain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank4 Captain.GIF|32px]] 1 Captain per 3 Sergeants&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sergeant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank3 Sergeant.GIF|32px]] 1 Sergeant per 4 Squad Leaders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squad Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank7 Squadleader.GIF|32px]] 1 Squad Leader for every 5 Agents&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Squaddie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank2 Squaddie.GIF|32px]] A rookie will be promoted to squaddie when he/she earns enough experience points&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rookie&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;   [[Image:XCom3 rank1 Rookie.GIF|32px]] Starting rank for all new recruits&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apparently, and for purposes of rank progression, all your hired personnel count toward the soldier limit, including scientists (which are presumably assigned the rank of Rookie, since it seems that scientist promotion does not take place in Apocalypse). Therefore, it is possible to have only ranked (i.e. higher than Squaddie) Agents if the total staff limit was reached through hiring scientists to fill the ranks. Check the discussion on the [[Agent Ranks (Apocalypse)|Agent Ranks]] page for more information.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Apocalypse]]&lt;br /&gt;
* [[X-COM (Apocalypse)|X-COM]]&lt;br /&gt;
* [[Agents Stats (Apocalypse)|Agent Stats]]&lt;br /&gt;
* [[Training (Apocalypse)|Training]]&lt;br /&gt;
* [[Agents Medals (Apocalypse)|Agent Medals]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34156</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34156"/>
		<updated>2011-10-12T09:34:44Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have some 30 Agents, about 70 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). I had some Rookie Agents, but I fired them a while ago (and I&#039;m certain that I saw at least a few promotions after). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone anymore, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;br /&gt;
&lt;br /&gt;
Edit: I keep getting the number of my scientists/Agents wrong, but I checked just now, and it&#039;s roughly the above: 30-70 distribution, and all Agents ranked. - [[User:KingGale|KingGale]] 05:34, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Welcome to the wiki, and unfortunately our Apocalypse section is quite lacking, so it&#039;s always good to have some new folks ready to contribute to it. By the way, you can sign off your talk page and timestamp your posts by typing in four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; after your posts. &lt;br /&gt;
&lt;br /&gt;
: Non-combat units are actually stored exactly in the same file as the agents. The main difference is what profession they fall under. I&#039;d have to agree that they are probably considered as whole for promotion distribution. Since you don&#039;t exactly get to appraise their non-technical stats, it might be possible the elusive commander is splitting atoms in a coffee mug in the canteen. -[[User:NKF|NKF]] 02:15, 12 October 2011 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the welcome! It&#039;s been a while since I edited any wikis, and I&#039;d forgotten the basics, so thanks for the reminder. &lt;br /&gt;
:: Some other users noted here that scientists don&#039;t get promoted, but I haven&#039;t exactly looked at the game code or anything, so I can&#039;t be sure that my commander isn&#039;t hanging out with the other dorks in the lab - I&#039;m just assuming (hoping!) he&#039;s not.&lt;br /&gt;
&lt;br /&gt;
:: Since that last update, I&#039;ve tried to get my Agents promoted by raiding the CoS (since for some reason aliens stopped invading often), and I&#039;ve hit a Colonel, 4 Captains, 10 Sergeants, and 43 Squad Leaders(!). The rest are mostly scientists, bar a few Rookie Agents that haven&#039;t been promoted yet: 50 Engineers, 25 Physicists and 15 Biochemists. It&#039;s pretty hard to promote units through CoS raiding above the rank of Squad Leader, I&#039;ve found, and mass CoS raiding incurs quite massive scores, which in turn means Psimorph and Megaspawn funzies, but oh well. I&#039;ll update the wiki if I reach any other conclusions during my quest. And I think I&#039;ll take a look and see what other sections need help.  - [[User:KingGale|KingGale]] 05:34, 12 October 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34153</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34153"/>
		<updated>2011-10-11T16:38:32Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have some 30 Agents, about 70 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). I had some Rookie Agents, but I fired them a while ago (and I&#039;m certain that I saw at least a few promotions after). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone anymore, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;br /&gt;
&lt;br /&gt;
Edit: I keep getting the number of my scientists/Agents wrong, but I checked just now, and it&#039;s roughly the above: 30-70 distribution, and all Agents ranked.&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34152</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34152"/>
		<updated>2011-10-11T16:37:20Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have some 30 Agents, about 72 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). I had some Rookie Agents, but I fired them a while ago (and I&#039;m certain that I saw at least a few promotions after). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone anymore, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;br /&gt;
&lt;br /&gt;
Edit: I keep getting the number of my scientists/Agents wrong, but I checked just now, and it&#039;s&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34151</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34151"/>
		<updated>2011-10-11T16:36:24Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have some 30 Agents, about 72 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). I had some Rookie Agents, but I fired them a while ago (and I&#039;m certain that I saw at least a few promotions after). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone anymore, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34150</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34150"/>
		<updated>2011-10-11T16:35:40Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have some 30 Agents, about 92 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). I had some Rookie Agents, but I fired them a while ago (and I&#039;m certain that I saw at least a few promotions after). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone anymore, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34149</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34149"/>
		<updated>2011-10-11T16:34:12Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have only 23 Agents, about 92 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone any more, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34148</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34148"/>
		<updated>2011-10-11T16:33:39Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have only 33 Agents, about 90 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone any more, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34147</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=34147"/>
		<updated>2011-10-11T16:32:51Z</updated>

		<summary type="html">&lt;p&gt;KingGale: /* Edited in that total number of soldiers includes scientists */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;br /&gt;
&lt;br /&gt;
== Edited in that total number of soldiers includes scientists ==&lt;br /&gt;
&lt;br /&gt;
Heya all, &lt;br /&gt;
&lt;br /&gt;
I recently started re-playing Apocalypse, and can confirm that the total number of soldiers required for promotion includes all your scientists. I have only 63 Agents, about 70 scientists, and all my Agents are ranked Squad Leader and up, which should have been impossible (since there are no Squaddies/Rookies currently in my staff list) unless the game counts scientists as well (and assigns them the rank of Rookie, to be more precise). &lt;br /&gt;
&lt;br /&gt;
This may or may not be of interest to anyone any more, but since I started re-playing the game, I&#039;ve found myself visiting this wiki a lot, so I thought I&#039;d chip in. The world is a big place, and somewhere, someone may be feeling nostalgic for some Mega-Primus action!&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agent_Ranks_(Apocalypse)&amp;diff=34146</id>
		<title>Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agent_Ranks_(Apocalypse)&amp;diff=34146"/>
		<updated>2011-10-11T16:28:05Z</updated>

		<summary type="html">&lt;p&gt;KingGale: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Promotion Eligibility:&lt;br /&gt;
&amp;lt;pre&amp;gt;Rank           Prerequisite&lt;br /&gt;
Rookie         None&lt;br /&gt;
Squaddie       Must earn over 8 combat rating points&lt;br /&gt;
Squad Leader   (Rookies + Squaddies) / (Squad Leaders + 1) is more than 4&lt;br /&gt;
Sergeant       Squad leaders / (Sergeant + 1) is more than 3&lt;br /&gt;
Captain        Sergeants / (Captains + 1) is more than 2&lt;br /&gt;
Colonel        Captains / (Colonels + 1) is more than 1&lt;br /&gt;
Commander      No commander, and more than one Colonel&amp;lt;/pre&amp;gt;&lt;br /&gt;
While the Wong FAQ and USG both indicate up to five units may be promoted after any given mission, the maximum promotions observed so far is eight.&lt;br /&gt;
&lt;br /&gt;
The units with the highest combat rating are selected for promotion.&lt;br /&gt;
&lt;br /&gt;
In effect, this means that you need to hire:&lt;br /&gt;
* 5 soldiers to get 1 squad leader +4 Squaddies/Rookies&lt;br /&gt;
* 15 soldiers to get 1 sergeant + 3 squad leaders +11 Squaddies/Rookies&lt;br /&gt;
* 45 soldiers to get 1 captain + 3 sergeants + 9 squad leaders + 32 Squaddies/Rookies&lt;br /&gt;
* 90 soldiers to get 1 colonel + 2 captains + 6 sergeants + 18 squad leaders + 63 Squaddies/Rookies&lt;br /&gt;
* 135 soldiers to get 1 commander + 2 colonel + 3 captain + 9 sergeants + 27 squad leaders + 93 Squaddies/Rookies&lt;br /&gt;
&lt;br /&gt;
In Apocalypse, as far as promotions are concerned, all hired personnel count as soldiers. This includes Biochemists, Quantum Physicists, and Engineers, who register as Rookies. Therefore, it would theoretically be possible to have only ranked Agents, as long as the rest of the personnel are enough to support them. For example, it would be enough, in the third example above with 45 total soldiers, to have 32 scientists for all your field Agents to be ranked Squad Leaders or higher. &lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Agents (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>KingGale</name></author>
	</entry>
</feed>