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	<updated>2026-05-03T19:25:06Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61244</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61244"/>
		<updated>2014-11-13T18:32:59Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Changes from Vanilla */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
[[File: Wiki-facbox_research.png|right]]&lt;br /&gt;
The Long War mod adds more techs and increases research times. Some notable changes:&lt;br /&gt;
*A vastly expanded research tree.&lt;br /&gt;
*Longer research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs: for example, Alien Biocybernetics and Sectoid Autopsy are required to perform the Mechtoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Aerospace&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Weapons&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Tech&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien Materials&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AlienMaterials.png|center|128x64px]]&amp;lt;/div&amp;gt; || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorImprovedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorMobilePower.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedPower.png|center|128x64px]]&amp;lt;/div&amp;gt; || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySeeker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyDrone.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCryssalid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectopod.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCyberdisc.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMechtoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Council Requests: Mechtoid Cores (Gives Engineers and Scientists) &amp;lt;br/&amp;gt; Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives  CPL+ Soldiers and possibly also Scientists) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMutonElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Elite Autopsy || Live Muton Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61243</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=61243"/>
		<updated>2014-11-13T18:32:18Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Changes from Vanilla */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
[[File: Wiki-facbox_research.png|right]]&lt;br /&gt;
The Long War mod adds more techs and increases research times. Some notable changes:&lt;br /&gt;
*A vastly expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs: for example, Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
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|&#039;&#039;&#039;Aerospace&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Psionics&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Weapons&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;All Tech&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: UFO Flight Computers (Gives Engineers and possibly also Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives Scientists or Cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Council Requests: UFO Power Sources (Gives Cash and either Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Alien Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alien Materials&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AlienMaterials.png|center|128x64px]]&amp;lt;/div&amp;gt; || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers or Cash) &amp;lt;br/&amp;gt; Council Requests: Elerium (Gives Engineers, Scientists or Cash) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorImprovedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedBody.png|center|128x64px]]&amp;lt;/div&amp;gt; || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorMobilePower.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_ArmorAdvancedPower.png|center|128x64px]]&amp;lt;/div&amp;gt; || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Thin Man corpse || 180 || || Council Requests: Thin Man Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 10x Floater corpse || 150 || || Council Requests: Floater Corpses (Gives Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt; Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySeeker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Seeker Wreck || 180 || || Council Requests: Seeker Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyDrone.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 5x Drone Wreck || 90 || || Council Requests: Drone Wrecks (Gives Engineers) &amp;lt;br/&amp;gt; SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenobiology || 10x Muton corpse || 240 || || Council Requests: Muton Corpses (Gives Engineers, Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCryssalid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics || 5x Chrysallid Carcass || 270 || || Council Requests: Chryssalid Carcasses (Gives Scientists) &amp;lt;br/&amp;gt;  Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectopod.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyCyberdisc.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Council Requests: Cyberdisc Wrecks (Gives Cash and either Engineers or CPL+ Soldiers) &amp;lt;br/&amp;gt;  Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsyMechtoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Council Requests: Mechtoid Cores (Gives Engineers and Scientists) &amp;lt;br/&amp;gt; Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_AutopsySectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoid.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Autopsy || Live Sectoid Capture || 270 || || Council Requests: Sectoid Captive (Gives Scientists or CPL+ Soldiers) &amp;lt;br/&amp;gt; Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateThinman.png|center|128x64px]]&amp;lt;/div&amp;gt; || Thin Man Autopsy || Live Thin Man Capture || 300 || || Council Requests: Thin Man Captive (Gives Scientists) &amp;lt;br/&amp;gt; Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloater.png|center|128x64px]]&amp;lt;/div&amp;gt; || Floater Autopsy || Live Floater Capture || 270 || || Council Requests: Floater Captive (Gives Engineers) &amp;lt;br/&amp;gt;  Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMuton.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Autopsy  || Live Muton Capture || 420 || || Council Requests: Muton Captive (Gives  CPL+ Soldiers and possibly also Scientists) &amp;lt;br/&amp;gt; Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateBerserker.png|center|128x64px]]&amp;lt;/div&amp;gt; || Berserker Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateMutonElite.png|center|128x64px]]&amp;lt;/div&amp;gt; || Muton Elite Autopsy || Live Muton Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateFloaterHeavy.png|center|128x64px]]&amp;lt;/div&amp;gt; || Heavy Floater Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateElder.png|center|128x64px]]&amp;lt;/div&amp;gt; || Ethereal Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: IC_InterrogateSectoidCommander.png|center|128x64px]]&amp;lt;/div&amp;gt; || Sectoid Commander Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Scout Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Destroyer Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; &amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;|| Alien Materials || Successful Abductor Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Transport Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Battleship Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Overseer Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Fighter Ground Assault || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Raider Ground Assault || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Harvester Ground Assault || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Terror Ship Ground Assault || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039;&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; || Alien Materials || Successful Assault Carrier Ground Assault || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60609</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60609"/>
		<updated>2014-10-30T21:22:44Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |&#039;&#039;&#039;Credit&#039;&#039;&#039; || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || &#039;&#039;&#039;Research Projects Influenced&#039;&#039;&#039; || &#039;&#039;&#039;Foundry Projects Influenced&#039;&#039;&#039; &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || Xenogenetics &amp;lt;br/&amp;gt; Alien Biocybernetics ||  Advanced Repair &amp;lt;br/&amp;gt; Advanced Servomotors &amp;lt;br/&amp;gt; Advanced Surgery &amp;lt;br/&amp;gt; Drone Capture &amp;lt;br/&amp;gt; Improved Medikit &amp;lt;br/&amp;gt; Jellied Elerium &amp;lt;br/&amp;gt; MEC Close Combat &amp;lt;br/&amp;gt; MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || Beam Lasers &amp;lt;br/&amp;gt; Advanced Beam Lasers &amp;lt;br/&amp;gt; Pulse Lasers &amp;lt;br/&amp;gt; Advanced Pulse Lasers || Aircraft Boosters &amp;lt;br/&amp;gt; Enhanced Lasers &amp;lt;br/&amp;gt; Supercapacitors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || UFO Analysis &amp;lt;br/&amp;gt; Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Propulsion &amp;lt;br/&amp;gt; Antigrav Systems || Advanced Flight &amp;lt;br/&amp;gt; Aircraft Boosters &amp;lt;br/&amp;gt; Armored Fighters &amp;lt;br/&amp;gt; Elerium Afterburners &amp;lt;br/&amp;gt; Improved Avionics &amp;lt;br/&amp;gt; Penetrator Weapons &amp;lt;br/&amp;gt; Super Skyranger &amp;lt;br/&amp;gt; UFO Countermeasures &amp;lt;br/&amp;gt; UFO Tracking &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || Gauss Weapons &amp;lt;br/&amp;gt; Advanced Gauss Weapons || Mag Pistols &amp;lt;br/&amp;gt; Rail Pistols &amp;lt;br/&amp;gt; Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || Improved Body Armor &amp;lt;br/&amp;gt; Advanced Body Armor &amp;lt;br/&amp;gt; Mobile Power Armor &amp;lt;br/&amp;gt; Advanced Power Armor || Armored Fighters &amp;lt;br/&amp;gt; Shaped Armor &amp;lt;br/&amp;gt; SHIV Defenses &amp;lt;br/&amp;gt; Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || Plasma Weapons &amp;lt;br/&amp;gt; Compact Plasma Weapons &amp;lt;br/&amp;gt; Advanced Plasma Weapons &amp;lt;br/&amp;gt; Precision Plasma Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons &amp;lt;br/&amp;gt; Vehicular Plasma Weapons || Enhanced Plasma &amp;lt;br/&amp;gt; Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || Xenopsionics &amp;lt;br/&amp;gt; Alien Communications &amp;lt;br/&amp;gt; Alien Command and Control &amp;lt;br/&amp;gt; Mind and Machine || Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || Alien Weaponry &amp;lt;br/&amp;gt; Electromagnetic Pulse Weapons &amp;lt;br/&amp;gt; Fusion Weapons &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Research Projects || Ammo Conservation &amp;lt;br/&amp;gt; Enhanced Ballistics &amp;lt;br/&amp;gt; SCOPE Upgrade &amp;lt;br/&amp;gt; SHIV Suppression &amp;lt;br/&amp;gt; All Laser, Gauss, and Plasma Foundry Projects&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || All Research Projects || All Foundry Projects&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that captive aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin Men, and Floaters often give cash/engineers/scientists. Mutons and upwards (including autopsied heavy mechanized units) often give corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x Ethereal Device || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=60524</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=60524"/>
		<updated>2014-10-28T22:38:57Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: Some notes from JohnnyLump on spaceships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
If the aliens send a UFO and it is damaged (but escapes), the aliens will pay resources to repair it, limiting their options in the next month.&lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.  If the aliens are sufficiently &amp;quot;encouraged&amp;quot;, they will pay a small resource fee to pick a harvest location where XCOM does not possess a satellite.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terror==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your base and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defence]] mission. The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from.  XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
450-550 cash &amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 scientists&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 engineers&amp;lt;br/&amp;gt;&lt;br /&gt;
All alien captives. &amp;lt;br/&amp;gt;&lt;br /&gt;
Interceptor damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interceptor Base Assault==&lt;br /&gt;
The aliens will fly to an interceptor base and immediately start an [[Missions (Long War)#XCOM Interceptor Defence|XCOM Interceptor Defence]] mission. This is a similar threat response to Base Defense XCOM angering the aliens, however, the cost of failure is the destruction or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60523</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60523"/>
		<updated>2014-10-28T22:22:54Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|right|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60522</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60522"/>
		<updated>2014-10-28T22:22:25Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
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|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
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|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|bottom|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60521</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60521"/>
		<updated>2014-10-28T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60520</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60520"/>
		<updated>2014-10-28T22:21:54Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png||left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60518</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60518"/>
		<updated>2014-10-28T21:53:32Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psionics || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60517</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60517"/>
		<updated>2014-10-28T21:51:45Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Psionics || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60516</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60516"/>
		<updated>2014-10-28T21:50:15Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: Added column for research credit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
{| class= &amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+&lt;br /&gt;
! colspan = &amp;quot;4&amp;quot; | Research credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| width=&amp;quot;15%&amp;quot; |Credit || width=&amp;quot;10%&amp;quot; | {{Research Icon}} || Research projects influenced || Foundry projects influenced &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit UFOTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cybernetics&#039;&#039;&#039; || Sectoid Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Laser Weapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Laser Weaponry&#039;&#039;&#039; || Thin Man Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Armor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Aerospace&#039;&#039;&#039; || Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Flight Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weaponry&#039;&#039;&#039; || Muton Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllArmor Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Armor&#039;&#039;&#039; || Berserker Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit PlasmaWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weaponry&#039;&#039;&#039; || Heavy Floater Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit Psionics Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Psionics&#039;&#039;&#039; || Sectoid Commander Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllWeapons Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Weapons&#039;&#039;&#039; || Muton Elite Interrogation || ||  &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: Credit AllTech Long War.png|center|128x64px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;All Tech&#039;&#039;&#039; || Ethereal Interrogation || ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180|| Weapons || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 ||  || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Cybernetics || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || Cybernetics || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Aerospace || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Aerospace || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Aerospace || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Psionics || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Psionics || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Psionics || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Psionics || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 || Lasers &amp;lt;br/&amp;gt; Weapons || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 || Lasers &amp;lt;br/&amp;gt; Weapons || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 || Lasers &amp;lt;br/&amp;gt; Weapons || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 || Lasers &amp;lt;br/&amp;gt; Weapons || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 || Gauss &amp;lt;br/&amp;gt; Weapons || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 || Gauss &amp;lt;br/&amp;gt; Weapons || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 || Plasma &amp;lt;br/&amp;gt; Weapons  || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 || Plasma &amp;lt;br/&amp;gt; Weapons || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 || Weapons || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 || Weapons || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Armor || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Armor || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || Armor || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || Armor || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || ||Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || ||Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Credit !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Aerospace || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=60500</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=60500"/>
		<updated>2014-10-28T16:02:32Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Interceptor Base Assault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terror==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your base and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defence]] mission. The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from.  XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
450-550 cash &amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 scientists&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 engineers&amp;lt;br/&amp;gt;&lt;br /&gt;
All alien captives. &amp;lt;br/&amp;gt;&lt;br /&gt;
Interceptor damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interceptor Base Assault==&lt;br /&gt;
The aliens will fly to an interceptor base and immediately start an [[Missions (Long War)#XCOM Interceptor Defence|XCOM Interceptor Defence]] mission. This is a similar threat response to Base Defense XCOM angering the aliens, however, the cost of failure is the destruction or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=60498</id>
		<title>Alien Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Missions_(Long_War)&amp;diff=60498"/>
		<updated>2014-10-28T16:01:55Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: Removed outdated check.  Already updated this one to include B14 changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For missions involving multiple UFOs, usually the last UFO needs to be defeated to foil the mission. Larger ship types become available for a mission only if the aliens have enough resources, and the final ship chosen will be a random selection of those available. For example, if the aliens are weak then they will randomly send either a Scout or Raider for research, if they are strong then they could randomly send a Scout, Raider, Abductor or Terror Ship for the same mission. &lt;br /&gt;
&lt;br /&gt;
The aliens have a strategy in Long War, and tend to focus on geographic locations.  Expect to fight them the most in the continent where they lay their first base.  [http://forums.nexusmods.com/index.php?/topic/1692208-take-it-outside/page-13#entry16970104]&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Abductor&#039;&#039;&#039; or &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens research if successful.&lt;br /&gt;
&lt;br /&gt;
==Scout==&lt;br /&gt;
A &#039;&#039;&#039;Scout&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039;, &#039;&#039;&#039;Fighter&#039;&#039;&#039; or &#039;&#039;&#039;Destroyer&#039;&#039;&#039; will fly around the target area.  Successful scouting missions are precursors to satellite hunter launches.  &lt;br /&gt;
&lt;br /&gt;
A scouts base chance of success on finding a satellite is 60%, 90% on the second pass.  (With the Stealth Satellite upgrade, this drops to 30/50%).  Damaging the scout will decrease its chances, 50% health being an automatic failure.&lt;br /&gt;
&lt;br /&gt;
==Harvest==&lt;br /&gt;
A &#039;&#039;&#039;Transport&#039;&#039;&#039;, &#039;&#039;&#039;Harvester&#039;&#039;&#039;, &#039;&#039;&#039;Raider&#039;&#039;&#039; or &#039;&#039;&#039;Scout&#039;&#039;&#039; will land for a while and then fly off. This mission will grant the aliens resources if successful.&lt;br /&gt;
&lt;br /&gt;
==Hunt==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area hunting satellites. This mission will destroy a satellite if successful. Damaging the UFO will reduce its chance of destroying a satellite at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
==Air Raid==&lt;br /&gt;
A &#039;&#039;&#039;Fighter&#039;&#039;&#039;, &#039;&#039;&#039;Destroyer&#039;&#039;&#039; or &#039;&#039;&#039;Battleship&#039;&#039;&#039; will fly around the target area bombing civilians. This mission will cause a lot of panic if successful. Damaging the UFO will reduce the amount of panic created at the end of its mission.&lt;br /&gt;
&lt;br /&gt;
An unfettered air raid generates 8 panic in the country raided, in addition to the 2 panic added from ignoring the UFO.&lt;br /&gt;
&lt;br /&gt;
==Abduction==&lt;br /&gt;
An &#039;&#039;&#039;Abductor&#039;&#039;&#039; will fly to the target area and generate an [[Missions (Long War)#Alien Abductions|Abduction site]].  A successful abduction will increase panic in the country by 25, and panic across the continent by 20 (in all difficulties but normal).  Thwarting the abduction will decrease panic in the country by 2.&lt;br /&gt;
&lt;br /&gt;
==Terror==&lt;br /&gt;
A &#039;&#039;&#039;Terror Ship&#039;&#039;&#039; or &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to the target area and generate a [[Missions (Long War)#Terror Site|Terror site]]. The aliens will terrorize the most panicked nation roughly 75% of the time. There is a limit of 2 terror missions per month, but they can be stacked at the end and beginning - unlucky commanders who have ceded many resources to the aliens may see as many as four in a short period of time.   Terror missions are resource-intensive, and keeping the aliens on their toes should limit their ability to generate them.&lt;br /&gt;
&lt;br /&gt;
Terror missions increase panic by +2 in the targeted country/+1 continent-wide per civilian killed, so these missions are always likely to see some benefit for the aliens.  Losing or ignoring the mission will cause the immediate construction of an Alien Base in the country, and increase panic continent-wide by 20.&lt;br /&gt;
&lt;br /&gt;
If the Terror Ship or Assault Carrier is badly damaged by XCOM interception attempts, it may abort its mission and return to base - though it&#039;s not easy without good craft and weapons. If forced to withdraw, the UFO will sharply change direction (generally doubling back towards its point of origin) and accelerate to maximum speed. Whilst further interception attempts are unlikely to catch  up with it (making UFOs on terror missions some of the hardest to actually shoot down), simply avoiding a potentially costly terror mission can be worth the initial risk.&lt;br /&gt;
&lt;br /&gt;
==Retaliation==&lt;br /&gt;
An &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039; will fly to your base and immediately start an [[Missions (Long War)#XCOM Base Defence|XCOM Base Defence]] mission. The aliens can only field this mission if they have a lot of resources, and they will only do it if they consider XCOM a high threat (assaulting one of their bases will usually convince them of this, though sufficiently inconveniencing them before then will also do it).&lt;br /&gt;
&lt;br /&gt;
If the aliens win a base defense it will damage resources and kill personnel - but it is not the end of the game, and can be recovered from.  XCOM will lose the following resources on a failure:&lt;br /&gt;
&lt;br /&gt;
450-550 cash &amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 alloys&amp;lt;br/&amp;gt;&lt;br /&gt;
50-60 elerium&amp;lt;br/&amp;gt;&lt;br /&gt;
100-110 meld&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 scientists&amp;lt;br/&amp;gt;&lt;br /&gt;
20-30 engineers&amp;lt;br/&amp;gt;&lt;br /&gt;
All alien captives. &amp;lt;br/&amp;gt;&lt;br /&gt;
Interceptor damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Interceptor Base Assault==&lt;br /&gt;
The aliens will fly to your base and immediately start an [[Missions (Long War)#XCOM Interceptor Defence|XCOM Interceptor Defence]] mission. This is a similar threat response to XCOM angering the aliens, however, the cost of failure is the destruction or severe damage of all stationed interceptors.&lt;br /&gt;
&lt;br /&gt;
==Infiltration==&lt;br /&gt;
A &#039;&#039;&#039;Battleship&#039;&#039;&#039; and &#039;&#039;&#039;Transport&#039;&#039;&#039; will fly around the target area, followed by an &#039;&#039;&#039;Overseer&#039;&#039;&#039; inserting in to the target city. This mission will cause the target country to leave XCOM immediately if successful. This mission requires a huge amount of resources from the aliens. Note that the final Overseer can only be detected if XCOM has the Hyperwave Decoder, so without one the country will appear to leave for no reason.&lt;br /&gt;
&lt;br /&gt;
==Command Overwatch==&lt;br /&gt;
An &#039;&#039;&#039;Overseer&#039;&#039;&#039; will fly around the target area, giving XCOM an opportunity to shoot down an Overseer.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=60405</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=60405"/>
		<updated>2014-10-28T06:27:10Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Continent bonuses have changed slightly from vanilla, most notably South America.  Bonuses are as follows:&lt;br /&gt;
*&#039;&#039;&#039;North America&#039;&#039;&#039; (Air and Space): All aircraft and aircraft weapons cost 70% of their regular cost to purchase, build and maintain.&lt;br /&gt;
*&#039;&#039;&#039;Europe&#039;&#039;&#039; (Expert Knowledge): Laboratories, Workshops and Officer Training School projects cost 60% of their regular cost to build and maintain.&lt;br /&gt;
*&#039;&#039;&#039;Asia&#039;&#039;&#039; (Future Combat): All projects in the Foundry cost 60% of regular cost.  &lt;br /&gt;
*&#039;&#039;&#039;South America&#039;&#039;&#039; (Power to the People): Power Facilities cost 60% of their regular cost to build and maintain. (+350 bonus cash as start)&lt;br /&gt;
*&#039;&#039;&#039;Africa&#039;&#039;&#039; (All In): 30% extra funding. (+150 bonus cash as start)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §80&lt;br /&gt;
*Mexico: §70&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §60&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §70&lt;br /&gt;
*South Africa: §60&lt;br /&gt;
*Nigeria: §70&lt;br /&gt;
|90&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §90&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Starting Money by Continent &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |North America || §784 || || §535 || §420&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |South America || §850 || || || §680&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Africa || §1084 || §886 || §739 || §590&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Europe || §691 || §610 || || §389&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Asia || §785 || §641 || || §422&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60247</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60247"/>
		<updated>2014-10-25T08:46:19Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60246</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60246"/>
		<updated>2014-10-25T08:45:27Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60245</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60245"/>
		<updated>2014-10-25T08:44:54Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Alien Power Systems|| 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60243</id>
		<title>To Do List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60243"/>
		<updated>2014-10-24T22:40:17Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* XCOM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Long War Header 2.png|center|256px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the Long War wiki once again and thank you for your interest in contributing. There is a lot to be updated, uploaded and created still and projects will be divided by category as per [[Long War Table| current structure]]. Major wiki projects will have separate categories. &lt;br /&gt;
Projects will have a link/s to relevant articles and forum threads, finished projects will be marked with {{Yes Icon}}. &lt;br /&gt;
&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
===Mod information ===&lt;br /&gt;
*[[Info (Long War)|Current article]] contains no viable information. It should contain mod requirements (game version and patch), differences between EU and EW version of the mod, best install practices and how to report bugs. &lt;br /&gt;
*A good addition would be to add patch notes for all released versions.&lt;br /&gt;
===Bug list ===&lt;br /&gt;
*[[Bugs (Long War)| Current list ]] is relatively up to date and if you have time, always check the current post by Johnny to verify whether new bugs have been confirmed. &lt;br /&gt;
&lt;br /&gt;
==XCOM ==&lt;br /&gt;
&lt;br /&gt;
Many pages are not updated to Beta 14.&lt;br /&gt;
&lt;br /&gt;
A Council Requests page detailing requirements for and values of requests.&lt;br /&gt;
=== HQ Facilities===&lt;br /&gt;
*[[HQ Facilities (Long War)| The Facilities ]] article requires reconstruction. Description should be moved to individual articles and a table should be created, containing key information - research to unlock, costs, upkeep, building time, synergy, effect (+power/research/lower building costs etc.) When possible, add an image of each facility.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
&lt;br /&gt;
=== Class trees ===&lt;br /&gt;
*After the ability templates are done, all current descriptions in the tables should be replaced with those templates for easier updating in the future as well as consistency of descriptions. &lt;br /&gt;
*New icons should be added to level-up tables. &lt;br /&gt;
*All MEC classes are in need of update, but not before the ability templates are finished, since you will be just wasting your time.&lt;br /&gt;
=== Armor===&lt;br /&gt;
* A separate article should be created for each armor, containing - armor description, armor box with all armor attributes, full-sized in-game item card,  aligned to the right, two pictures showing the armor being worn by male and female soldiers. &lt;br /&gt;
* All new articles should be added to [[ Template:Soldiers (Long War) Navbar | Navbar]]. It will be updated to contain Armor, Weapons and Equipment categories shortly.&lt;br /&gt;
&lt;br /&gt;
==Aliens ==&lt;br /&gt;
&lt;br /&gt;
== Exalt==&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
==Gameplay mechanics ==&lt;br /&gt;
&lt;br /&gt;
== Guides and Tips==&lt;br /&gt;
&lt;br /&gt;
==Perk/Ability templates == &lt;br /&gt;
*See [[ Template: Tactical Sense (Long War)|Tactical Sense ]] for an example. The idea is to make template for each perk which afterwards can be used in Class trees, equipment tables, Alien and Exalt abilities tables and much more. Thus when a perk requires to be updated, you will have to go the template and edit once, not having to revisit each article making use of the perk. &lt;br /&gt;
&lt;br /&gt;
Note that the current base template has one parameter &amp;quot;align&amp;quot; with &amp;quot;center&amp;quot; as a default value. You can use to change the alignment of both icon and text, thus using the template in either class trees or ordinary tables. &lt;br /&gt;
&lt;br /&gt;
You can use it as such -  name of template |align = left/center/right/justify .&lt;br /&gt;
&lt;br /&gt;
*All perks/abilities should eventually be added for easy browsing by users in the [[ Abilities List (Long War) | Abilities list]] article.&lt;br /&gt;
&lt;br /&gt;
==Extracting and uploading game and mod art ==&lt;br /&gt;
A lot of assets can be extracted from the game and mod and uploaded on the wiki in order to improve/create articles. This section will be updated as necessary. &lt;br /&gt;
* An article outlining how to extract, where to look and how to upload assets should be written.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60242</id>
		<title>To Do List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60242"/>
		<updated>2014-10-24T22:39:31Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* XCOM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Long War Header 2.png|center|256px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the Long War wiki once again and thank you for your interest in contributing. There is a lot to be updated, uploaded and created still and projects will be divided by category as per [[Long War Table| current structure]]. Major wiki projects will have separate categories. &lt;br /&gt;
Projects will have a link/s to relevant articles and forum threads, finished projects will be marked with {{Yes Icon}}. &lt;br /&gt;
&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
===Mod information ===&lt;br /&gt;
*[[Info (Long War)|Current article]] contains no viable information. It should contain mod requirements (game version and patch), differences between EU and EW version of the mod, best install practices and how to report bugs. &lt;br /&gt;
*A good addition would be to add patch notes for all released versions.&lt;br /&gt;
===Bug list ===&lt;br /&gt;
*[[Bugs (Long War)| Current list ]] is relatively up to date and if you have time, always check the current post by Johnny to verify whether new bugs have been confirmed. &lt;br /&gt;
&lt;br /&gt;
==XCOM ==&lt;br /&gt;
&lt;br /&gt;
Equipment and Foundry Projects are still missing some cost requirements.&lt;br /&gt;
&lt;br /&gt;
A Council Requests page detailing requirements for and values of requests.&lt;br /&gt;
=== HQ Facilities===&lt;br /&gt;
*[[HQ Facilities (Long War)| The Facilities ]] article requires reconstruction. Description should be moved to individual articles and a table should be created, containing key information - research to unlock, costs, upkeep, building time, synergy, effect (+power/research/lower building costs etc.) When possible, add an image of each facility.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
&lt;br /&gt;
=== Class trees ===&lt;br /&gt;
*After the ability templates are done, all current descriptions in the tables should be replaced with those templates for easier updating in the future as well as consistency of descriptions. &lt;br /&gt;
*New icons should be added to level-up tables. &lt;br /&gt;
*All MEC classes are in need of update, but not before the ability templates are finished, since you will be just wasting your time.&lt;br /&gt;
=== Armor===&lt;br /&gt;
* A separate article should be created for each armor, containing - armor description, armor box with all armor attributes, full-sized in-game item card,  aligned to the right, two pictures showing the armor being worn by male and female soldiers. &lt;br /&gt;
* All new articles should be added to [[ Template:Soldiers (Long War) Navbar | Navbar]]. It will be updated to contain Armor, Weapons and Equipment categories shortly.&lt;br /&gt;
&lt;br /&gt;
==Aliens ==&lt;br /&gt;
&lt;br /&gt;
== Exalt==&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
==Gameplay mechanics ==&lt;br /&gt;
&lt;br /&gt;
== Guides and Tips==&lt;br /&gt;
&lt;br /&gt;
==Perk/Ability templates == &lt;br /&gt;
*See [[ Template: Tactical Sense (Long War)|Tactical Sense ]] for an example. The idea is to make template for each perk which afterwards can be used in Class trees, equipment tables, Alien and Exalt abilities tables and much more. Thus when a perk requires to be updated, you will have to go the template and edit once, not having to revisit each article making use of the perk. &lt;br /&gt;
&lt;br /&gt;
Note that the current base template has one parameter &amp;quot;align&amp;quot; with &amp;quot;center&amp;quot; as a default value. You can use to change the alignment of both icon and text, thus using the template in either class trees or ordinary tables. &lt;br /&gt;
&lt;br /&gt;
You can use it as such -  name of template |align = left/center/right/justify .&lt;br /&gt;
&lt;br /&gt;
*All perks/abilities should eventually be added for easy browsing by users in the [[ Abilities List (Long War) | Abilities list]] article.&lt;br /&gt;
&lt;br /&gt;
==Extracting and uploading game and mod art ==&lt;br /&gt;
A lot of assets can be extracted from the game and mod and uploaded on the wiki in order to improve/create articles. This section will be updated as necessary. &lt;br /&gt;
* An article outlining how to extract, where to look and how to upload assets should be written.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60241</id>
		<title>To Do List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60241"/>
		<updated>2014-10-24T22:38:52Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* HQ Facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Long War Header 2.png|center|256px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the Long War wiki once again and thank you for your interest in contributing. There is a lot to be updated, uploaded and created still and projects will be divided by category as per [[Long War Table| current structure]]. Major wiki projects will have separate categories. &lt;br /&gt;
Projects will have a link/s to relevant articles and forum threads, finished projects will be marked with {{Yes Icon}}. &lt;br /&gt;
&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
===Mod information ===&lt;br /&gt;
*[[Info (Long War)|Current article]] contains no viable information. It should contain mod requirements (game version and patch), differences between EU and EW version of the mod, best install practices and how to report bugs. &lt;br /&gt;
*A good addition would be to add patch notes for all released versions.&lt;br /&gt;
===Bug list ===&lt;br /&gt;
*[[Bugs (Long War)| Current list ]] is relatively up to date and if you have time, always check the current post by Johnny to verify whether new bugs have been confirmed. &lt;br /&gt;
&lt;br /&gt;
==XCOM ==&lt;br /&gt;
&lt;br /&gt;
=== HQ Facilities===&lt;br /&gt;
*[[HQ Facilities (Long War)| The Facilities ]] article requires reconstruction. Description should be moved to individual articles and a table should be created, containing key information - research to unlock, costs, upkeep, building time, synergy, effect (+power/research/lower building costs etc.) When possible, add an image of each facility.&lt;br /&gt;
&lt;br /&gt;
Equipment and Foundry Projects are still missing some cost requirements.&lt;br /&gt;
&lt;br /&gt;
A Council Requests page detailing requirements for and values of requests.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
&lt;br /&gt;
=== Class trees ===&lt;br /&gt;
*After the ability templates are done, all current descriptions in the tables should be replaced with those templates for easier updating in the future as well as consistency of descriptions. &lt;br /&gt;
*New icons should be added to level-up tables. &lt;br /&gt;
*All MEC classes are in need of update, but not before the ability templates are finished, since you will be just wasting your time.&lt;br /&gt;
=== Armor===&lt;br /&gt;
* A separate article should be created for each armor, containing - armor description, armor box with all armor attributes, full-sized in-game item card,  aligned to the right, two pictures showing the armor being worn by male and female soldiers. &lt;br /&gt;
* All new articles should be added to [[ Template:Soldiers (Long War) Navbar | Navbar]]. It will be updated to contain Armor, Weapons and Equipment categories shortly.&lt;br /&gt;
&lt;br /&gt;
==Aliens ==&lt;br /&gt;
&lt;br /&gt;
== Exalt==&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
==Gameplay mechanics ==&lt;br /&gt;
&lt;br /&gt;
== Guides and Tips==&lt;br /&gt;
&lt;br /&gt;
==Perk/Ability templates == &lt;br /&gt;
*See [[ Template: Tactical Sense (Long War)|Tactical Sense ]] for an example. The idea is to make template for each perk which afterwards can be used in Class trees, equipment tables, Alien and Exalt abilities tables and much more. Thus when a perk requires to be updated, you will have to go the template and edit once, not having to revisit each article making use of the perk. &lt;br /&gt;
&lt;br /&gt;
Note that the current base template has one parameter &amp;quot;align&amp;quot; with &amp;quot;center&amp;quot; as a default value. You can use to change the alignment of both icon and text, thus using the template in either class trees or ordinary tables. &lt;br /&gt;
&lt;br /&gt;
You can use it as such -  name of template |align = left/center/right/justify .&lt;br /&gt;
&lt;br /&gt;
*All perks/abilities should eventually be added for easy browsing by users in the [[ Abilities List (Long War) | Abilities list]] article.&lt;br /&gt;
&lt;br /&gt;
==Extracting and uploading game and mod art ==&lt;br /&gt;
A lot of assets can be extracted from the game and mod and uploaded on the wiki in order to improve/create articles. This section will be updated as necessary. &lt;br /&gt;
* An article outlining how to extract, where to look and how to upload assets should be written.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60240</id>
		<title>To Do List (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=To_Do_List_(Long_War)&amp;diff=60240"/>
		<updated>2014-10-24T22:38:41Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* XCOM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Long War Header 2.png|center|256px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Welcome to the Long War wiki once again and thank you for your interest in contributing. There is a lot to be updated, uploaded and created still and projects will be divided by category as per [[Long War Table| current structure]]. Major wiki projects will have separate categories. &lt;br /&gt;
Projects will have a link/s to relevant articles and forum threads, finished projects will be marked with {{Yes Icon}}. &lt;br /&gt;
&lt;br /&gt;
==Overview ==&lt;br /&gt;
&lt;br /&gt;
===Mod information ===&lt;br /&gt;
*[[Info (Long War)|Current article]] contains no viable information. It should contain mod requirements (game version and patch), differences between EU and EW version of the mod, best install practices and how to report bugs. &lt;br /&gt;
*A good addition would be to add patch notes for all released versions.&lt;br /&gt;
===Bug list ===&lt;br /&gt;
*[[Bugs (Long War)| Current list ]] is relatively up to date and if you have time, always check the current post by Johnny to verify whether new bugs have been confirmed. &lt;br /&gt;
&lt;br /&gt;
==XCOM ==&lt;br /&gt;
&lt;br /&gt;
=== HQ Facilities===&lt;br /&gt;
*[[HQ Facilities (Long War)| The Facilities ]] article requires reconstruction. Description should be moved to individual articles and a table should be created, containing key information - research to unlock, costs, upkeep, building time, synergy, effect (+power/research/lower building costs etc.) When possible, add an image of each facility.&lt;br /&gt;
&lt;br /&gt;
Similarly, Equipment and Foundry Projects are still missing some cost requirements.&lt;br /&gt;
&lt;br /&gt;
A Council Requests page detailing requirements for and values of requests.&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
&lt;br /&gt;
=== Class trees ===&lt;br /&gt;
*After the ability templates are done, all current descriptions in the tables should be replaced with those templates for easier updating in the future as well as consistency of descriptions. &lt;br /&gt;
*New icons should be added to level-up tables. &lt;br /&gt;
*All MEC classes are in need of update, but not before the ability templates are finished, since you will be just wasting your time.&lt;br /&gt;
=== Armor===&lt;br /&gt;
* A separate article should be created for each armor, containing - armor description, armor box with all armor attributes, full-sized in-game item card,  aligned to the right, two pictures showing the armor being worn by male and female soldiers. &lt;br /&gt;
* All new articles should be added to [[ Template:Soldiers (Long War) Navbar | Navbar]]. It will be updated to contain Armor, Weapons and Equipment categories shortly.&lt;br /&gt;
&lt;br /&gt;
==Aliens ==&lt;br /&gt;
&lt;br /&gt;
== Exalt==&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
&lt;br /&gt;
==Gameplay mechanics ==&lt;br /&gt;
&lt;br /&gt;
== Guides and Tips==&lt;br /&gt;
&lt;br /&gt;
==Perk/Ability templates == &lt;br /&gt;
*See [[ Template: Tactical Sense (Long War)|Tactical Sense ]] for an example. The idea is to make template for each perk which afterwards can be used in Class trees, equipment tables, Alien and Exalt abilities tables and much more. Thus when a perk requires to be updated, you will have to go the template and edit once, not having to revisit each article making use of the perk. &lt;br /&gt;
&lt;br /&gt;
Note that the current base template has one parameter &amp;quot;align&amp;quot; with &amp;quot;center&amp;quot; as a default value. You can use to change the alignment of both icon and text, thus using the template in either class trees or ordinary tables. &lt;br /&gt;
&lt;br /&gt;
You can use it as such -  name of template |align = left/center/right/justify .&lt;br /&gt;
&lt;br /&gt;
*All perks/abilities should eventually be added for easy browsing by users in the [[ Abilities List (Long War) | Abilities list]] article.&lt;br /&gt;
&lt;br /&gt;
==Extracting and uploading game and mod art ==&lt;br /&gt;
A lot of assets can be extracted from the game and mod and uploaded on the wiki in order to improve/create articles. This section will be updated as necessary. &lt;br /&gt;
* An article outlining how to extract, where to look and how to upload assets should be written.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60239</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60239"/>
		<updated>2014-10-24T22:35:11Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60238</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60238"/>
		<updated>2014-10-24T22:34:04Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt; Psi Grenade (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project) &amp;lt;br/&amp;gt; Aurora Armor (Equipment - Armor - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment) &amp;lt;br/&amp;gt; Ghost Grenade (Equipment - Requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60237</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60237"/>
		<updated>2014-10-24T22:28:19Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt; Security Training - Weapons (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV) &amp;lt;br/&amp;gt; Security Training - Armor (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Long_War_Tech_Tree.png&amp;diff=60235</id>
		<title>File:Long War Tech Tree.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Long_War_Tech_Tree.png&amp;diff=60235"/>
		<updated>2014-10-24T19:04:13Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: LocoPojo uploaded a new version of &amp;amp;quot;File:Long War Tech Tree.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beta 14 Tech Tree&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60234</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60234"/>
		<updated>2014-10-24T19:03:46Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long_War_Tech_Tree.png|thumb|left|Long War Tech Tree (beta 14)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Long_War_Tech_Tree.png&amp;diff=60233</id>
		<title>File:Long War Tech Tree.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Long_War_Tech_Tree.png&amp;diff=60233"/>
		<updated>2014-10-24T19:03:09Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: Beta 14 Tech Tree&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Beta 14 Tech Tree&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60230</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60230"/>
		<updated>2014-10-24T18:27:04Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60229</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60229"/>
		<updated>2014-10-24T18:26:49Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
[[File:XComLongWar_TechTree_XL(1840x6500).jpg|thumb|left|Beta 13 Tech Tree by Hamu]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60228</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60228"/>
		<updated>2014-10-24T18:26:25Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 180 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 660 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 50x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 5x Weapon Fragments &amp;lt;br/&amp;gt; 10x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 15x Meld || 420 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || 50x Elerium &amp;lt;br/&amp;gt; 1x ? || 4500 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium &amp;lt;br/&amp;gt; 5x ?  || 4500 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 30x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 65x Weapon Fragments|| 1650 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 75x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 35x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments &amp;lt;br/&amp;gt; 40x Meld|| 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3600 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 8 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 15 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 20 Alloys || 1200 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 20x Elerium &amp;lt;br/&amp;gt; 20x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300 || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 750 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
[[File:XComLongWar_TechTree_XL(1840x6500).jpg|thumb|left|Beta 13 Tech Tree by Hamu]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60100</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=60100"/>
		<updated>2014-10-22T18:49:59Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
==Changes from Vanilla==&lt;br /&gt;
The Long War mod adds more techs and increases research times. It features:&lt;br /&gt;
*A vastly Expanded Research Tree.&lt;br /&gt;
*Longer Research times.&lt;br /&gt;
*Autopsies require multiple corpses.&lt;br /&gt;
*Interrogation requires that the species in question has already been autopsied.&lt;br /&gt;
*Some Autopsies may require other techs, for example Alien Biocybernetics and Sectoid Autopsy are required to perform the Mectoid autopsy.&lt;br /&gt;
*South America no longer provides Autopsy/Interrogation bonuses, and Autopsy/Interrogations generally take longer (especially for late-game species).&lt;br /&gt;
&lt;br /&gt;
==Research Credits==&lt;br /&gt;
Obtained via interrogation of a captive alien, these time-saving research tasks can be of great help, especially for late game techs. However, due to the arc thrower&#039;s reduced success rate and 1 use limit, many players will only pack Arc Throwers for the required Outsider capture and will therefore overlook these. That said, with a vastly expanded research tree and generally longer research times, the 25% time reduction is not to be dismissed.&lt;br /&gt;
&lt;br /&gt;
Interrogating a particular species will give credit for:&lt;br /&gt;
*Sectoid: Cybernetics&lt;br /&gt;
*Thin Man: Laser Weaponry&lt;br /&gt;
*Floater: Aerospace&lt;br /&gt;
*Muton: Gauss Weaponry&lt;br /&gt;
*Berserker: Armor&lt;br /&gt;
*Heavy Floater: Plasma Weaponry&lt;br /&gt;
*Sectoid Commander: Psionics&lt;br /&gt;
*Muton Elite: All Weapons&lt;br /&gt;
*Ethereal: All Tech&lt;br /&gt;
&lt;br /&gt;
Note that Captive Aliens of an already interrogated species can be requested by Council Members.&lt;br /&gt;
Sectoids, Thin men, and Floaters often gives engineers/scientists/money. Mutons and upwards (including autopsied heavy mechanized units) often gives corporal rank soldiers + cash/engineers/scientists.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Alien Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenobiology|| None || 5x Sectoid Corpses || 150 || Council Requests: Sectoid Corpses (Gives Scientists) &amp;lt;br/&amp;gt; Alien Containment (Construction)&amp;lt;br/&amp;gt; Targeting Module (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Weaponry|| None || 5x Weapon Fragments || 180 &amp;lt;Br/&amp;gt; Laser Credit Applies (?) || Council Requests: Weapon Fragments (Gives Engineers) &amp;lt;br/&amp;gt; Scope (Equipment) &amp;lt;br/&amp;gt; Weapon Gyros (Equipment - Mech) &amp;lt;br/&amp;gt; Mag Pistols (Foundry Project) &amp;lt;br/&amp;gt; SHIV Suppression (Foundry Project) &amp;lt;br/&amp;gt; Beam Lasers (Research Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Computers|| None || 4x UFO Flight Computers || 300 || Council Requests: Flight Computers (Gives Engineers) &amp;lt;br/&amp;gt; Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 300 || Council Requests: Meld (Gives cash) &amp;lt;br/&amp;gt; Genetics Lab (Construction) &amp;lt;br/&amp;gt; Depth Perception (Gene Mod) &amp;lt;br/&amp;gt; Hyper-Reactive Pupils (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 240 || Smartshell Pods (Equipment) &amp;lt;br/&amp;gt; Adaptive Tracking Pods (Equipment) &amp;lt;br/&amp;gt; New Combat Systems (Foundry Project) &amp;lt;br/&amp;gt; SCOPE Upgrade (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Biocybernetics || Xenogenetics &amp;lt;br/&amp;gt; Alien Materials &amp;lt;br/&amp;gt; Alien Computers &amp;lt;br/&amp;gt;|| 10x Elerium &amp;lt;br/&amp;gt; 10x Alloys &amp;lt;br/&amp;gt; 10x Weapon Fragments &amp;lt;br/&amp;gt; 20x Meld || 540 || MEC Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Advanced Surgery (Foundry Project) &amp;lt;br/&amp;gt; Chaingun (Equipment) &amp;lt;br/&amp;gt; Neural Gunlink (Equipment - Requires Psi Warfare Systems) &amp;lt;br/&amp;gt; MEC-1 Warden (MEC)&lt;br /&gt;
|-&lt;br /&gt;
|Elerium || Alien Materials || 35 Elerium || 900 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers || 30 Elerium &amp;lt;br/&amp;gt; 6x UFO Power Sources || 1200 || Elerium Generator (Construction) &amp;lt;br/&amp;gt; UFO Tracking (Foundry Project) &amp;lt;br/&amp;gt; Alien Nucleonics (Foundry Project) &amp;lt;br/&amp;gt; Improved Arc Thrower (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Aerospace Concepts || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 10x Alloys &amp;lt;br/&amp;gt; 20x Weapon Fragments || 600 || Armored Fighters (Foundry Project) &amp;lt;br/&amp;gt; Wingtip Sparrowhawks (Foundry Project) &amp;lt;br/&amp;gt; Penetrator Weapons (Foundry Project) &amp;lt;br/&amp;gt; Super Skyranger (Foundry Project) &amp;lt;br/&amp;gt; Improved Avionics (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Stealth Systems || Alien Communications &amp;lt;br/&amp;gt; Advanced Power Armor || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium|| 2400 || Shadow Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Stealth Satellites (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Propulsion || Advanced Aerospace Concepts &amp;lt;br/&amp;gt; Alien Power Systems || 50x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2760 || Elerium Afterburners (Foundry Project) &amp;lt;br/&amp;gt; Firestorm (Ship)&lt;br /&gt;
|-&lt;br /&gt;
|Antigrav Systems || Advanced Power Armor &amp;lt;br/&amp;gt; Alien Propulsion || 30x Elerium &amp;lt;br/&amp;gt; 15x Alloys || 2100 || Hover Shiv (SHIV) &amp;lt;br/&amp;gt; The Thumper (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Archangel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Fuel Cell (Equipment) &amp;lt;br/&amp;gt; Seraphim Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Advanced Flight (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Victory Conditions&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 3x Weapon Fragments &amp;lt;br/&amp;gt; 6x Sectoid Corpses || 240 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Operations || Xenopsionics &amp;lt;br/&amp;gt; Any Interrogation &amp;lt;br/&amp;gt; Outsider Live Capture  || Outsider Shard || 600 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
|Alien Communications || Xenoneurology &amp;lt;br/&amp;gt; Successful Base Assault || 50x Elerium || 1800 || Hyperwave Relay (Construction) &amp;lt;br/&amp;gt; Mimic Beacon (Equipment - Requires Psi Warfare Systems) &lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || 10x Elerium &amp;lt;br/&amp;gt; 15x Meld || 460 || Psi Inspiration (Psi Power) &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry Project) &amp;lt;br/&amp;gt; Psionic Lab (Construction)&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Alien Command And Control || Ethereal Interrogation || Nothing || 3600 || Gollop Chamber&lt;br /&gt;
|-&lt;br /&gt;
|Mind and Machine|| Alien Command And Control || 15x Alloys &amp;lt;br/&amp;gt; 50x Elerium  || 3600 || Vortex Armor&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry || 10x Alloys &amp;lt;br/&amp;gt; 25x Weapon Fragments  || 240 &amp;lt;br/&amp;gt; Laser Credit Applies || Council Requests: Laser Rifles (Gives CPL+ Soldiers) &amp;lt;br/&amp;gt; Laser Carbine (Equipment) &amp;lt;br/&amp;gt; Laser Shatterray (Equipment) &amp;lt;br/&amp;gt; Autolaser (Equipment) &amp;lt;br/&amp;gt; Gatling Laser (Equipment) &amp;lt;br/&amp;gt; Laser Rifle (Equipment) &amp;lt;br/&amp;gt; Laser Pistol (Equipment) &amp;lt;br/&amp;gt; Heater (Equipment &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Beam Lasers ||  Beam Lasers || 15x Alloys &amp;lt;br/&amp;gt; 25 Weapon Fragments || 360 &amp;lt;br/&amp;gt; Laser Credit Applies || Laser Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Laser Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Laser (Equipment - SHIV) &amp;lt;br/&amp;gt; Enhanced Lasers (Foundry Project) &amp;lt;br/&amp;gt; Laser Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Laser Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Scatter Laser (Equipment - Weapon) &amp;lt;br/&amp;gt; Laser Strike Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Lasers || Advanced Beam Lasers &amp;lt;br/&amp;gt; Elerium || 25 Elerium &amp;lt;br/&amp;gt; 20 Alloys &amp;lt;br/&amp;gt; 40x Weapon Fragments || 1260 &amp;lt;br/&amp;gt; Laser Credit Applies || Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Gatling Pulser (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Stengun (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Autoblaster (Equipment - Weapon) &amp;lt;br/&amp;gt;  Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Superheavy Pulser (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Pulse Lasers|| Pulse Lasers || 25x Elerium &amp;lt;br/&amp;gt; 20x Alloys &amp;lt;br/&amp;gt; 40x Weapon Fragments|| 1350 &amp;lt;br/&amp;gt; Laser Credit Applies || Scatter Blaster (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Blaster Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Pulse Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Pulse Lance (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Supercapacitors (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Weapons || Experimental Warfare &amp;lt;br/&amp;gt; Alien Materials || 5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragments || 840 &amp;lt;br/&amp;gt; Gauss Credit Applies  || Grenade Launcher (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Pheonix Coilgun (Equipment - Aerospace) &amp;lt;br/&amp;gt; Sentry Gun (Equipment - SHIV) &amp;lt;br/&amp;gt; Gauss Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Stuttergun (Equipment - Weapon &amp;lt;br/&amp;gt; Gauss Autopistol (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Carbine (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Machine Gun (Equipment - Weapon) &amp;lt;br/&amp;gt; Gauss Autorifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Rail Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Gauss Weapons || Gauss Weapons ||5x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 60x Weapon Fragments|| 900 &amp;lt;br/&amp;gt; Gauss Credit Applies || Railgun (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Proximity Mine Launcher (Equipment - MEC - requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Gauss Long Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Cannon (Equipment - Weapon)&amp;lt;br/&amp;gt; Recoiless Rifle (Equipment - Weapon)&amp;lt;br/&amp;gt; Alloy Strike Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Gauss Rifle (Equipment - Weapon - Rocket) &lt;br /&gt;
|-&lt;br /&gt;
|Plasma Weapons || Alien Biocybernetics &amp;lt;br/&amp;gt; Alien Power Systems &amp;lt;br/&amp;gt; Alien Weaponry || 5x Alien Carbine &amp;lt;br/&amp;gt; 35x Elerium &amp;lt;br/&amp;gt; 22x Alloys &amp;lt;br/&amp;gt; 70x Weapon Fragments || 2400 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma Weapons || 20x Elerium &amp;lt;br/&amp;gt; 15 Alloys &amp;lt;br/&amp;gt; 50x Weapon Fragment &amp;lt;br/&amp;gt; 1x Alien Pistol || 2250 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Mauler (Equipment - Pistol) &amp;lt;br/&amp;gt; Plasma Pistol (Equipment - Pistol) &amp;lt;br/&amp;gt; Reflex Pistols (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Plasma Weapons || Plasma Weapons || 40x Elerium &amp;lt;br/&amp;gt; 25x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments &amp;lt;br/&amp;gt; 3x Alien Rifles || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Novagun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Rifle (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Vehicular Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2700 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Superheavy Plasma (Equipment - SHIV) Zevatron Booster (Requires Enhanced Plasma)&lt;br /&gt;
|-&lt;br /&gt;
|Precision Plasma Weapons || Advanced Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 80x Weapon Fragments || 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Reflex Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Sniper Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Enhanced Plasma (Foundry Project) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Plasma Weapons || Plasma Weapons || 45x Elerium &amp;lt;br/&amp;gt; 30x Alloys &amp;lt;br/&amp;gt; 85x Weapon Fragments &amp;lt;br/&amp;gt; 2x Alien Heavy Weapons|| 2550 &amp;lt;br/&amp;gt; Plasma Credit Applies || Plasma Dragon (Equipment - Weapon) &amp;lt;br/&amp;gt; Heavy Plasma Rifle (Equipment - Weapon) &amp;lt;br/&amp;gt; Particle Cannon (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|EMP Weapons || Advanced Pulse Lasers &amp;lt;br/&amp;gt; Advanced Gauss Weapons || 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 2850 &amp;lt;br/&amp;gt; Plasma/Gauss Credit? || EMP Cannon (Equipment - Aerospace) &amp;lt;br/&amp;gt; Drone Capture (Foundry Project) &amp;lt;br/&amp;gt; Electropulse (Equipment - MEC - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Fusion Weapons || EMP Weapons &amp;lt;br/&amp;gt; Heavy Plasma Weapons || 30x Alloys &amp;lt;br/&amp;gt; 100x Elerium &amp;lt;br/&amp;gt; 100x Weapon Fragments || 3300 &amp;lt;br/&amp;gt; Plasma Credit? || Blaster Launcher (Equipment - Weapon - Rocket) &amp;lt;br/&amp;gt; Fusion Lance (Equipment - Aerospace)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Armor Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Alien Materials || None || 2x Elerium &amp;lt;br/&amp;gt; 2x Alloys &amp;lt;br/&amp;gt; 5x Weapon Fragments &amp;lt;br/&amp;gt; 1x Meld || 180 || Council Requests: Alloys (Gives Engineers) &amp;lt;br/&amp;gt; Heat Ammo Mags (Equipment) &amp;lt;br/&amp;gt; Alloy Belt (Equipment) &amp;lt;br/&amp;gt; Alloy Plating (Equipment) &amp;lt;br/&amp;gt; Reinforced Armor (Equipment) &amp;lt;br/&amp;gt; Enhanced Ballistics (Foundry Project) &amp;lt;br/&amp;gt; Alien Metallurgy (Foundry Project) &amp;lt;br/&amp;gt; Aircraft Boosters (Foundry Project) &amp;lt;br/&amp;gt;  Improved Salvage (Foundry Project) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Improved Body Armor || Alien Materials || 10 Alloys || 240 || Phalanx Armor (Equipment) &amp;lt;br/&amp;gt; Alloy SHIV (SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Body Armor || Improved Body Armor || 12 Alloys || 600 || Kestrel Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Carapace Armor (Equipment - Armor)&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Power Armor|| Advanced Body Armor &amp;lt;br/&amp;gt; Elerium || 10 Elerium &amp;lt;br/&amp;gt; 15 Alloys || 900 || MEC-II Defender (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Aegis Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Banshee Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Impact Vest (Equipment) &amp;lt;br/&amp;gt; SHIV Defenses (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Power Armor || Mobile Power Armor &amp;lt;br/&amp;gt; Alien Power Systems || 25x Elerium &amp;lt;br/&amp;gt; 25x Alloys || 2040 || MEC-III Paladin (MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Titan Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Corsair Armor (Equipment - Armor) &amp;lt;br/&amp;gt; Walker Servos (Equipment - MEC)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || 10x Sectoid Corpse || 120 || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || 10x Thin Man corpse || 180 || Improved Medkit (Foundry Project) &amp;lt;br/&amp;gt; Muscle Fiber Density (Gene Mod) &amp;lt;br/&amp;gt; Restorative Mist (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Chem Grenades (Equipment - Requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Floater Autopsy || Alien Biocybernetics || 10x Floater corpse || 150 || Uplink Targeting Module (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Shaped Armor (Foundry Project) &amp;lt;br/&amp;gt; Kinetic Strike Module (Equipment - MEC - requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Seeker Autopsy || Alien Computers || 5x Seeker Wreck || 180 || Bioelectric Skin (Gene Mod) &amp;lt;br/&amp;gt; UFO Countermeasures (Foundry Project) &amp;lt;br/&amp;gt; Respirator Implant (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Drone Autopsy || Alien Computers || 5x Drone Wreck || 90 || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || 10x Muton corpse || 240 || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project - Requires Alien Grenade Capture) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || 5x Chrysallid Carcass || 270 || Chitin Plating (Equipment) &amp;lt;br/&amp;gt; Adaptive Bone Marrow (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Muton Autopsy || 5x Berserker Corpse || 300 || Combat Stims (Equipment) &amp;lt;br/&amp;gt; MEC Close Combat (Foundry Project) &amp;lt;br/&amp;gt; Neural Damping (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Autopsy || Muton Autopsy || 5x Muton Elite corpse || 300 || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || 3x Sectopod Wreck || 750 || Battle Computer (Equipment - MEC - Requires MEC Warfare Systems) &amp;lt;br/&amp;gt; Reflex Cannon (Equipment) &amp;lt;br/&amp;gt; Weapon Supercoolers (Equipment - SHIV)&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdisc Autopsy || Alien Biocybernetics || 3x Cyberdisc Wreck || 210 || Defense Matrix (Equipment - Aerospace - Requires Aircraft Boosters) &amp;lt;br/&amp;gt; Autosentry Turret (Equipment - SHIV) &amp;lt;br/&amp;gt; Sentinel Drone (Foundry Project) &amp;lt;br/&amp;gt; Iron Skin (Gene Mod) &lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Autopsy || Floater Autopsy || 5x Heavy Floater Corpse || 300 || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || 3x Ethereal Corpse || 1500 || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; &amp;lt;strike&amp;gt;Sectoid Autopsy&amp;lt;/strike&amp;gt; (flowchart bug) || 3x Mechtoid Core || 540 || Counterfire Pods (Equipment - SHIV) &amp;lt;br/&amp;gt; Advanced Servomotors (Foundry Project) &amp;lt;br/&amp;gt; Psi Screen (Equipment - requires Psi Warfare Systems) &amp;lt;br/&amp;gt; Tactical Sensors (Equipment - Requires MEC Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Autopsy || Xenogenetics &amp;lt;br/&amp;gt; Sectoid Autopsy || 5x Sectoid Commander Corpse || 1050 || Council Requests: Alien Entertainment &amp;lt;br/&amp;gt; Mind Merge (Psi Power) &amp;lt;br/&amp;gt; Mind Shield (Equipment - requires Psi Warfare Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Interrogation || Matching Autopsy || Live Sectoid Capture || 270 || Mind Fray (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Cybernetics&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Interrogation || Matching Autopsy || Live Thin Man Capture || 300|| Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || Live Floater Capture || 270 || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || Live Muton Capture || 420 || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || Live Berserker Capture || 600 || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || Live Elite Capture || 900 || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || Live Heavy Floater Capture || 540 || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || Live Ethereal Capture || 1500 || Mind Control (Psi Power) &amp;lt;br/&amp;gt; Rift (Psi Power - Mind Control an Ethereal to unlock) &amp;lt;br/&amp;gt; Research Credit (All Technology) &amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Commander Interrogation || Matching Autopsy  || Live Sectoid Commander Capture || 1050 || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Scout || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Destroyer || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Abductor || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Transport || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Battleship || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Overseer || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Fighter || Alien Materials || Captured Splash || 60 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Raider || Alien Materials || Captured Splash || 90 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Harvester || Alien Materials || Captured Splash || 120 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Terror Ship || Alien Materials || Captured Splash || 150 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
|UFO Analysis: Assault Carrier || Alien Materials || Captured Splash || 180 || Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
[[File:XComLongWar_TechTree_XL(1840x6500).jpg|thumb|left|Beta 13 Tech Tree by Hamu]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=60089</id>
		<title>The Council (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=The_Council_(Long_War)&amp;diff=60089"/>
		<updated>2014-10-22T18:42:35Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War you receive funding from all countries at the start of the game, regardless of whether you have satellite coverage or not. Their funding will increase if you give them satellite coverage, but establishing satellite coverage is no longer as important for your income as it is in vanilla. If a country leaves the project it will cease funding you.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Funding Without Satellite &lt;br /&gt;
|- &lt;br /&gt;
! Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| 50% || 40% || 33% || 25%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Continent bonuses have changed slightly from vanilla, most notably South America.  Bonuses are as follows:&lt;br /&gt;
*&#039;&#039;&#039;North America&#039;&#039;&#039; (Air and Space): All aircraft and aircraft weapons cost 70% of their regular cost to purchase, build and maintain.&lt;br /&gt;
*&#039;&#039;&#039;Europe&#039;&#039;&#039; (Expert Knowledge): Laboratories, Workshops and Officer Training School projects cost 60% of their regular cost to build and maintain.&lt;br /&gt;
*&#039;&#039;&#039;Asia&#039;&#039;&#039; (Future Combat): All projects in the Foundry cost 60% of regular cost.&lt;br /&gt;
*&#039;&#039;&#039;South America&#039;&#039;&#039; (Power to the People): Power Facilities cost 60% of their regular cost to build and maintain.&lt;br /&gt;
*&#039;&#039;&#039;Africa&#039;&#039;&#039; (All In): 30% extra funding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Panic works significantly differently. Panic is now a smooth continuum from 0 to 100, rather than 5 discrete levels. Rather than vanilla abductions, the aliens will mount missions to destabilize a country. This will happen regardless of whether you detect the UFO or not. Shooting down a UFO, or assaulting it on the ground if it lands will prevent it from completing its mission and panic won&#039;t increase. If you allow a UFO to complete its mission, even if you never saw it, panic will increase. This makes establishing satellite coverage important for panic control, since defending countries with no coverage is difficult.&lt;br /&gt;
&lt;br /&gt;
Countries will frequently make requests of you for materials and resources, likely more than you can fulfill. By giving them these resources you will improve their ability to resist the aliens&#039; influence on their own. The resistance level of a country is visible in the Council screen by the shield icon next to a country&#039;s panic level.  It ranges from 0-100, with the amount filled determining the percentage chance that a country will 1) Reduce panic from any source by half, and 2) scramble satellite hunters, preventing them from locating a satellite over that country.&lt;br /&gt;
&lt;br /&gt;
Unlike in the vanilla game, XCOM can continue fighting as long as a single country is still in the project. In the first few days of the game a single country will side with the aliens and leave the project, even though its panic level is low, this is normal. Countries that leave the project will have an alien base built in their borders, and assaulting that base will cause the country to come back to XCOM.  Conversely, aliens with high resources can expend them to send overseer ships into countries following a scout and transport ship mission, taking the country instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Country Funding by Continent&lt;br /&gt;
|- &lt;br /&gt;
! North America !! South America !! Africa !! Europe !! Asia&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*United States: §160&lt;br /&gt;
*Canada: §80&lt;br /&gt;
*Mexico: §70&lt;br /&gt;
|&lt;br /&gt;
*Argentina: §60&lt;br /&gt;
*Brazil: §100&lt;br /&gt;
|&lt;br /&gt;
*Egypt: §70&lt;br /&gt;
*South Africa: §60&lt;br /&gt;
*Nigeria: §70&lt;br /&gt;
|&lt;br /&gt;
*United Kingdom: §110&lt;br /&gt;
*Russia: §100&lt;br /&gt;
*France: §120&lt;br /&gt;
*Germany: §140&lt;br /&gt;
|&lt;br /&gt;
*China: §130&lt;br /&gt;
*Japan: §150&lt;br /&gt;
*India: §90&lt;br /&gt;
*Australia: §80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; | style=&amp;quot;text-align:right;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Starting Money by Continent &lt;br /&gt;
|-&lt;br /&gt;
! Continent !! | Normal !! | Classic !! | Brutal !! | Impossible&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |North America || §784 || || §535 || §420&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |South America || §850 || || || §470&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Africa || §1034 || §836 || §689 || §536&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Europe || §691 || §610 || || §389&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Asia || §785 || §641 || || §422&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=60084</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=60084"/>
		<updated>2014-10-22T18:40:43Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Scout]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Marksman Rifles, Arc rifle, Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SNIPER SHARPSHOOTER.png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;Provides +10 aim against enemies in full cover, and a +10% crit chance against all targets.&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do 1 additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and alien targets whose species has been autopsied&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses. &#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgt2=&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first shot against a flanked (non-flyer) target does not cost an action.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 21&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:&lt;br /&gt;
* Point-man&lt;br /&gt;
A major role of the Scout class is leading the charge, drawing out overwatch fire with their &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, and &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though any weapon can work.&lt;br /&gt;
* Close range combatant&lt;br /&gt;
Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run &amp;amp; Gun. A key perk to getting the most out of Scouts in this role is &#039;&#039;&#039;In The Zone&#039;&#039;&#039;, allowing a Scout to move up to an enemy, kill them (or even several of them) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role, since failing to fully kill an enemy will cause In The Zone not to proc and leave the Scout in a very vulnerable position.&lt;br /&gt;
* Mid-to-long range flanker&lt;br /&gt;
A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; is available to allow the Scout to use the full range of marksman rifles to make this easier.&lt;br /&gt;
&lt;br /&gt;
Any of these roles can also benefit from the Scout&#039;s support perks such as &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; and &#039;&#039;&#039;Flush&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:8wayz&amp;diff=60083</id>
		<title>User talk:8wayz</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:8wayz&amp;diff=60083"/>
		<updated>2014-10-22T18:40:08Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: Created page with &amp;quot;Sure, I&amp;#039;ll tie it off for now.  Update as you like.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sure, I&#039;ll tie it off for now.  Update as you like.&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=60081</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=60081"/>
		<updated>2014-10-22T18:39:15Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Scout]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Marksman Rifles, Arc rifle, Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SNIPER SHARPSHOOTER.png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;&amp;lt;br/&amp;gt;Provides +10 aim against enemies in full cover, and a +10% crit chance against all targets.&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do 1 additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.&#039;&#039;[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and alien targets whose species has been autopsied&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses. &#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|MSgt2=&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first shot against a flanked (non-flyer) target does not cost an action.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 21&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility in how they can be built. Here are some roles they can fill:&lt;br /&gt;
* Point-man&lt;br /&gt;
A major role of the Scout class is leading the charge, drawing out overwatch fire with their &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; so that the rest of the squad can advance. A Scout specialized in this role will be built defensively, with perks such as &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, and &#039;&#039;&#039;Resilience&#039;&#039;&#039;. Resilience is particularly important, since some aliens have Opportunist, and even with Lightning Reflexes eventually your scout will be hit by overwatch fire. They will typically be armed with SMGs for mobility, though any weapon can work.&lt;br /&gt;
* Close range combatant&lt;br /&gt;
Scouts are mobile enough to act a lot like an Assault, getting flanks at close range even without Run &amp;amp; Gun. A key perk to getting the most out of Scouts in this role is &#039;&#039;&#039;In The Zone&#039;&#039;&#039;, allowing a Scout to move up to an enemy, kill them (or even several of them) with flanking shots and then move back to safety. Shotguns are the weapon of choice for this role, since failing to fully kill an enemy will cause In The Zone not to proc and leave the Scout in a very vulnerable position.&lt;br /&gt;
* Mid-to-long range flanker&lt;br /&gt;
A flanker Scout will use their mobility to move around the side and get a flanking shot at medium-to-long range, either with a Marksman Rifle or Assault Rifle. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; is available to allow the Scout to use the full range of marksman rifles to make this easier.&lt;br /&gt;
&lt;br /&gt;
Any of these roles can also benefit from the Scout&#039;s support perks such as &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;, &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; and &#039;&#039;&#039;Flush&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=60073</id>
		<title>Gunner (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gunner_(Long_War)&amp;diff=60073"/>
		<updated>2014-10-22T18:33:30Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Gunner]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Gunner&#039;&#039;&#039; class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Suppression&#039;&#039;&#039;, and they are the only class that can use the Light Machine Gun and Squad Automatic Weapon line of weapons. Suppression is improved over vanilla, working to restrict the target&#039;s ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy&#039;s rockets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: SAWs, LMGs, Assault Rifles.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: None.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Smartgun Kit, Armor Piercing Ammo, Alloy Bipod.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just enemy movement&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HOLO.png|32px|center]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any unit hit takes additional damage from all sources for the next 4 turns.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does additional damage against robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +2 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +4 Aim, +2 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Medium Range Offense / Offensive Support&lt;br /&gt;
&lt;br /&gt;
The Gunner is akin to the vanilla Suppression Heavy, but with a key difference: the Long War Gunner has mediocre aim, compared to the vanilla Heavy&#039;s abysmal aim, meaning that unlike the vanilla Heavy she can put out reasonable damage with the machine gun when nothing needs suppressing.&lt;br /&gt;
&lt;br /&gt;
In a sense the Gunner&#039;s first &amp;quot;perk&amp;quot; is their ability to use SAW and LMG-type weapons. SAWs have higher damage and larger magazines than assault rifles, with a mobility penalty. LMGs are even more restricted on mobility, but have even higher damage and larger magazines, have extended range, and suffer no aim penalty and can crit when taking their reaction shot at a target that&#039;s being suppressed. A major decision when building a Gunner is deciding if they will use a LMG or SAW-type weapon. SAW gunners have more mobility but shorter range, so will value some mobility and defense as well as offense. LMG gunners will be more interested in offense. Note that Suppression works at the LMG&#039;s full range.&lt;br /&gt;
&lt;br /&gt;
Gunners have a lot of flexibility in their builds, with many viable combinations. Several strong utility perks are available, including &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; and &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; and of course &#039;&#039;&#039;Suppression&#039;&#039;&#039;. One potential offensive support build combines the debuff perks; Gunners can suppress in AoE with &#039;&#039;&#039;Danger Zone&#039;&#039;&#039;, apply &#039;&#039;&#039;Holo Targeting&#039;&#039;&#039; on those targets, make it inflict damage with &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, and thus shred them with &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;. Some strong offensive perks are also available in &#039;&#039;&#039;Double Tap&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Sample Builds ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Gunner&#039;&#039;&#039; - Damage build on early Gunners with high base aim stats, deploy with squads expecting to advance slowly, on most missions, particularly those with mechanized forces expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Executioner&#039;&#039;&#039; for the bonus stats and circumstantial aim/crit bonus.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Double Tap&#039;&#039;&#039; to gain an aimable bonus shot every two turns (especially useful if you&#039;re using HEAT Ammo!). OR &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; for maximum volume of fire efficiency (up to 3 shots per turn with Sentinel, but you don&#039;t choose who eats overwatch fire).&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for the bonus Aim and Will; your Gunner should have extremely high aim at this point.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the bonus shots on overwatch; LMG carriers usually wear medium armor to restore mobility and aren&#039;t generally close to the front, so &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; isn&#039;t as helpful.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: LMG-class weapons for static raw damage output and larger magazine, medium/light armor for mobility, Alloy Bipod for bonus aim on first shot (also doesn&#039;t subtract mobility), Smartgun kit for accurate overwatch fire, third item situational if available.&lt;br /&gt;
&lt;br /&gt;
Machine Gunners make excellent psi candidates; build offensive psi to allow them to assault enemies even after moving. No core gene mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - Gene-modded CQB-Flank Tank build on Gunners with high base mobility and HP stats, deploy with squads expecting high-aim enemies, on missions with time-sensitive objectives (meld, bomb nodes, turn limits, etc.), particularly before advanced MECs are available.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Covering Fire&#039;&#039;&#039; for the bonus aim and improved overwatch efficiency.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039; if you don&#039;t have enough anti-mech solutions yet. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;d like the bonus Aim and Will.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for improved survivability; this gunner will draw a lot of fire if used properly, and a flying gunner with tac sense packs an unflankable +60 Defense (+20 TS, +30 Flying, +10 Archangel Armor).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; for double damage potential on low-evasion high-threat targets. Juggernauts will move most turns, making RFA and Double Tap less useful.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; for improved damage reduction when actually injured. &#039;&#039;&#039;Resilience&#039;&#039;&#039; is also an acceptable choice if you find yourself flanked often.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; for bonus HP, mobility, aim, and will.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for close-in maneuver warfare, heavy armor for tanking (Archangel is ideal, Titan is good), Chitin Plating OR Reinforced Armor for DR against melee/general DR, third item situational if available. (As of Beta 14, Walker Servos is a shoe-in if available, and will allow Chitin Plating and Reinforced Armor to be used together)&lt;br /&gt;
&lt;br /&gt;
Gene mod Iron Skin (Damage Reduction), Smart Macrophages (Healing more efficient), Secondary Heart (Minimum strategic impact if knocked out mid-battle), and Smart Bone Marrow (Faster Wound Recovery). No core psi talents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Gunner&#039;&#039;&#039; - Support build on extra Gunners with low base aim stats, deploy with squads otherwise packing plenty of firepower on missions where large groups of cover-using foes are expected.)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; for isolating and killing squad leaders. OR &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; to improve anti-group effectiveness.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; as core perk, allowing other allies to push through increased damage on targets damaged by the gunner. (The debuff lasts several turns, so don&#039;t hesitate to target different groups of enemies to spread the debuff around.)&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; as core perk, allowing suppression and debuffs to be applied against multiple clustered targets (spreads to 2 tiles from primary target).&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; to grant increased effectiveness against single low-evasion high-value targets, such as Mechtoids and Sectopods; if both shots hit, the second shot deals increased damage thanks to the Shred effect applied by the first.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; for bonus stats and crit immunity; mid-game and late-game single threats are dangerous enough to periodically warrant a direct attack from this soldier.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Mayhem&#039;&#039;&#039; as core perk, causing suppression to deal damage. Any enemy this gunner suppresses is additionally holo-targeted and, barring high DR, also lightly damaged, which in turn shreds their defenses.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: SAW-class weapons for mobility, Heavy armor for safety, Armor Piercing Ammo to confirm mayhem damage through DR, remaining items situational.&lt;br /&gt;
&lt;br /&gt;
No core gene mods or psi abilities.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=60070</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=60070"/>
		<updated>2014-10-22T18:32:04Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS HEAVY.png|left|frame|64px|Rocketeer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Rocket, Shredder Rocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a rocket using an equipped launcher.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement. Does not work with suppression.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your rockets and grenades do additional damage to robotic enemies(+50%).&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Fire In The Hole&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Provides +10 aim to rockets if the Rocketeer has not moved this turn.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces the aim and range penalty when firing rockets after moving.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reaction shots no longer suffer aim penalty and are allowed to crit&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Grants a special Shredder Rocket, which increases damage done to hit targets, but can&#039;t penetrate cover.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +3 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +3 Aim, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039; &lt;br /&gt;
(rocket launchers included)&lt;br /&gt;
|TechSgt2=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ALIEN DEATHBLOSSOM.png|32px|center]]&#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases rocket range by 33% and rockets can be fired beyond visual range.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Shock and Awe&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +5 Aim, +5 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]] for more details.&lt;br /&gt;
&lt;br /&gt;
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however rockets are heavy, so carrying additional rockets as items will cause a mobility penalty due to encumbrance.&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the rocket launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the Rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit , in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any stragglers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, this can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; perk, which increases the damage dealt by friendly forces, while also doing respectable damage on its own. A major difference from vanilla is that Shredder Rockets will not destroy cover, and will not affect units that are in cover relative to the center of the blast.&lt;br /&gt;
&lt;br /&gt;
With perks like &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Suppression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights, even though they should still be kept away from the front lines. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine how precisely they can aim their rockets; a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be.&lt;br /&gt;
&lt;br /&gt;
Due to the way that Rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible. &lt;br /&gt;
&lt;br /&gt;
As mentioned before, the usefulness of the Rocketeer depends entirely on the playstyle. Rocketeers tend to favor more aggressive styles of play, where rockets are used to remove cover, while others push against the enemy position.&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60065</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=60065"/>
		<updated>2014-10-22T18:28:48Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b13}}&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Walker Servos, Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]&#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows firing or Overwatch after Dashing on the turn Run &amp;amp; Gun is activated. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;Provides +2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;Provides +5 Will.&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +1 damage with sidearms and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|Sergeant3=&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The first standard shot on a flanked (non-flying) target does not cost an action.  Cannot combine with Run and Gun.&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +1 Aim, +1 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]&#039;&#039;&#039;Killer Instinct&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Activating Run &amp;amp; Gun now also grants +50% critical damage for the rest of the turn.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers 2 bonus damage against targets that have been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;Provides +3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Line Assault&#039;&#039;&#039; - Balanced damage build for early assaults with balanced stats (particularly good mobility). Deploy with most squads, particularly on missions where you expect close quarters combat to either be advantageous or necessary (council missions, terror missions)&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. As for Steadfast: consider ranking the assault for later MEC conversion if their base will is perilously low; refer to another build for tanky psi assaults that can make use of Steadfast&#039;s bonus will.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; for the bonus defense, which Assaults will need, as they will draw plenty of fire. Only grab &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; for a line assault if your pistol production is advanced enough.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility. Since Run and Gun is more of a problem solver than a build focus, Rapid Fire will only be more efficient than Close Encounters once every three turns.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; to improve survivability in light of not taking Extra Conditioning. OR &#039;&#039;&#039;Ranger&#039;&#039;&#039; if you&#039;re finding that you&#039;re not dealing quite enough damage (remember the damage reduction penalty on shotguns; procure Breaching Rounds to solve that.). Killer Instinct-fueled crits only come up ever three or more turns, making it a less efficient buy.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to improve ability to close to Close Encounters range and carry heavy armor/lots of heavy items. This assault build doesn&#039;t make heavy use of expanded crit chance or limited-use items.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to complete the durability package. OR &#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; to help confirm kills. Only take Lightning Reflexes for this build if you&#039;re low on effective Scouts in the organization.&lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;R&amp;amp;G Operative&#039;&#039;&#039; - Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Cpl: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have a secondary damage source on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; as a core perk, as Run and Gun is central to this covert operative&#039;s strategy and Rapid Fire can be used with it. Extra Conditioning only grants one HP for covert operatives thanks to their basic armor.&lt;br /&gt;
&lt;br /&gt;
At Tech Sgt: &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to make Rapid Fire R&amp;amp;G crits seriously hurt. Consider &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; if you prefer more conservative use of Run and Gun.&lt;br /&gt;
&lt;br /&gt;
At Gun Sgt: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sgt: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (machine pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and gunslinger. Heavy armor (Titan and/or Archangel) as this assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric skin (bonus visiblity at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60036</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60036"/>
		<updated>2014-10-21T17:51:47Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Cyberdisc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 1 to 3 || 3 to 5 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60035</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60035"/>
		<updated>2014-10-21T17:50:21Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Chryssalid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 1 to 3 || 3 to 5 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better recognize heights for the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60034</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60034"/>
		<updated>2014-10-21T17:31:38Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Cyberdisc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 1 to 3 || 3 to 5 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better recognize heights for the discs &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60033</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60033"/>
		<updated>2014-10-21T17:30:15Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Cyberdisc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 1 to 3 || 3 to 5 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode upon death; their AI has also been slightly improved to better recognize heights for the &amp;quot;Death Blossom&amp;quot;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60032</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=60032"/>
		<updated>2014-10-21T17:28:32Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Mechtoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LW_Chryssalid_Queen.jpeg|right|thumb|A Chryssalid squad leader compared to its smaller brethren.]]&lt;br /&gt;
Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;pod&amp;quot; will be led by one squad leader alien, possessing both improved stats and new abilities. Each leader has a chance to be accompanied by a navigator alien in addition to its other podmates which usually acts as a scouting unit of sorts, often possessing perks suitable for this role. Squad leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to lurk rather than patrol.  The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, which will grant them extra stats, HP regen and in some cases unlock new abilities. Squad Leader and Navigator perks are unlocked in the order in which they have been recorded here. Please note that the maximum stats for each species listed below can only apply to squad leaders of that species with all possible upgrades. Abilities tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=3-20&lt;br /&gt;
|aim=65-115&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=5-105&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. The good news is that Mind Fray has been altered to only do 1 damage. Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.  All Sectoids technically have the Gunslinger perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Rewards: Sectoids carry plasma pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses.  After Xenobiology is researched, the council will request Sectoid Corpses from time to time.  Typical requests exchange 6 sectoids for 1 or 2 scientists, plus a slight boost to the requesting nations defense against panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Drone (EU2012).jpg|125px]]&lt;br /&gt;
|hp=3-56&lt;br /&gt;
|aim=60-100&lt;br /&gt;
|defense=0-20&lt;br /&gt;
|will=0&lt;br /&gt;
|move=12-14&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill. Drones have Holo-Targeting, making them a bit more dangerous when supporting other aliens.&lt;br /&gt;
&lt;br /&gt;
Rewards: Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the SHIV Repair Foundry project and the Holo-Targeter.  Later-game, drone wrecks are required for several foundry projects including Drone Capture and Improved Arc Thrower.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Drone Beam || 1 to 3 || 3 to 5 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam I || 2 to 4 || 3 to 6 || 0 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Drone Beam II || 3 to 5 || 5 to 8 || 0 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Drone Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN REPAIR.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair&#039;&#039;&#039; || &#039;&#039;Repairs robotic units.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_OVERLOAD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; || &#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing the primary weapon as the first action of your turn no longer ends your turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|125px]]&lt;br /&gt;
|hp=10-33&lt;br /&gt;
|aim=75-130&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=20&lt;br /&gt;
|move=12-18&lt;br /&gt;
}}&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla.  On larger ships and later encounters, Outsiders spawn in pods of 3 or 4.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their plasma carbines means they may well win. Neutralising the Outsider with flashbangs and suppression while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
Rewards: Outsiders captured alive grant outsider shards, which can be fashioned into skeleton keys.  These are essential for initiating base assault missions, a requirement for ending the game.  They also carry light plasma rifles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Outsider Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Outsider Light Plasma  Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle III || 7 to 9 || 11 to 14 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Outsider Light Plasma  Rifle IV || 8 to 10 || 12 to 15 || 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Outsider Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Outsiders themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Spotting an Outsider during a UFO landing will cause the remaining contingent of the crew to advance towards you. This does not only include the commanding crew of said ship, but also any randomly spawned Outsiders that you may encounter.&lt;br /&gt;
*Outsiders will gain additional DR as the game progresses, up to a maximum of +3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Man==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-33&lt;br /&gt;
|aim=70-135&lt;br /&gt;
|defense=0-25&lt;br /&gt;
|will=15-46&lt;br /&gt;
|move=15&lt;br /&gt;
}}&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage (dashing will cause 2 damage). A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with medikits or sealed armour are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
Rewards: Thin Men carry light plasma rifles (with the standard dead-man switch) and leave corpses.  These can be spent on the Improved Medkit Foundry project (10x) after completing an autopsy (10x).  The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Thin Man Plasma Light Rifle || 4 to 6 || 7 to 9  || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle I || 5 to 7 || 8 to 11  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle II || 6 to 8 || 9 to 12  || 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Thin Man Plasma Light Rifle III || 7 to 9 || 11 to 14  || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Thin Man Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty and limited AOE range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;|| &#039;&#039;Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039;|| &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SHARPSHOOTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; || &#039;&#039;Confers +10 critical hit chance at all times and an additional +10 aim against targets behind full-cover.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances. Also affects the range of Thin Man acid.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Since they do not possess any armor, adaptive bone marrow will restore up to their maximum health.&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=5-45&lt;br /&gt;
|aim=70-132&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=15-50&lt;br /&gt;
|move=15&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Floater Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Floater Plasma Light Rifle || 4 to 6 || 7 to 9 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Floater Plasma Light Rifle I || 5 to 7 || 8 to 11 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded  Floater Plasma Light Rifle II || 6 to 8 || 9 to 12 || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Floater Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_LAUNCH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Launch&#039;&#039;&#039; || &#039;&#039;Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.&amp;lt;br&amp;gt; Will end the Floater&#039;s turn.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_DGG.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;|| &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_CLOSECOMBAT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; || &#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-62&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=10-30&lt;br /&gt;
|will=120&lt;br /&gt;
|move=20-25&lt;br /&gt;
}}&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire since the squad leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/frag grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, flashbangs can debilitate a whole group of Chryssalids by reducing their move by half, which brings it considerably under the range a flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a Close Combat Specialist Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the Jellied Elerium upgrade) it can cause the Chryssalids to panic, and they may then run &#039;&#039;away&#039;&#039; from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will &#039;&#039;always&#039;&#039; spawn Zombies from civilians they kill offscreen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional zombies during terror missions that focus on the deployment of chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid Squad Leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Chryssalid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Chryssalid Claw || 7 to 9 || 11 to 14 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw I || 8 to 10 || 12 to 15 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw II || 9 to 11 || 14 to 17 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw III || 10 to 12 || 15 to 18 || 25 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Chryssalid Claw IV || 11 to 13 || 17 to 20 || 25 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Chryssalid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_IMPLANT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Implant&#039;&#039;&#039; || &#039;&#039;Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid&#039;s attack (not from poison caused by Poisonous Claws). Implanted victims will spawn a Zombie on the next turn; The Zombie can move and attack on the turn it emerges.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_POISON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Poisonous Claws&#039;&#039;&#039; || &#039;&#039;Has a chance to apply acid to enemies wounded with melee attacks.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_LEAP.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Leap&#039;&#039;&#039; || &#039;&#039;Allows vertical leaps onto elevated surfaces during movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Adaptive_Bone_Marrow_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adaptive Bone Marrow*&#039;&#039;&#039; || &#039;&#039;Unit regenerates 2 HP per turn up to the HP max without armor. Amount increases for alien units based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_LIGHTNINGREFLEXES.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;The accuracy of the first Overwatch shot that this unit recieves has a -90% aim penalty, while all subsequent Overwatch shots recieve a -70% penalty to hit this unit.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Zombie==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=12-23&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=120&lt;br /&gt;
|move=9-13&lt;br /&gt;
}}&lt;br /&gt;
Not even zombies are immune to getting tweaked in Long War - At first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular zombies, the members of this zombie &#039;pack&#039; do not seem to spawn chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Zombie Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Zombie Fist || 6 to 8 || 9 to 12 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist I || 7 to 9 || 11 to 14 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist II || 8 to 10 || 12 to 15 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist III || 9 to 11 || 14 to 17 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist IV || 10 to 12 || 15 to 18 || 0 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Zombie Fist V || 11 to 13 || 17 to 20 || 0 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Zombie Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration*&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|125px]]&lt;br /&gt;
|hp=4-53&lt;br /&gt;
|aim=65-89&lt;br /&gt;
|defense=0-15&lt;br /&gt;
|will=0&lt;br /&gt;
|move=16-22&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. They have a habit of going into Overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armours and items grant immunity also), they will most often go into Overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach.  Like Sectoids, Seekers possess the Gunslinger perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In Terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on the squad instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Seeker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Seeker Plasma Pistol || 2 to 4 || 3 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol I || 3 to 5 || 5 to 8 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol II || 4 to 6 || 7 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|  Upgraded Seeker Plasma Pistol III || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Seeker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:STRANGLE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Strangle&#039;&#039;&#039; || &#039;&#039;Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivate stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HOLO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; || &#039;&#039;Shooting at or suppressing enemies also confers a +10 Aim to any allies&#039; attacks on those enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ASSAULT_CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY GHOST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Unlimited Stealth&#039;&#039;&#039; || &#039;&#039;The Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode but it must deactivated stealth mode to use its ranged attack. Can be activated as many times as necessary during a mission.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=8-40&lt;br /&gt;
|aim=70-110&lt;br /&gt;
|defense=10-29&lt;br /&gt;
|will=10-47&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, as well as a number of Overwatch enhancing perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Muton Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Light Plasma Rifle || 5 to 7 || 8 to 11 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Light Plasma Rifle I || 6 to 8 || 9 to 12 || 5 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Plasma Rifle || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Plasma Rifle I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Muton Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY SUPPRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppression&#039;&#039;&#039; || &#039;&#039;Can fire a special shot that grants reaction fire at a single target if it moves.  The target also suffers a -30 Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODCALL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Call&#039;&#039;&#039; || &#039;&#039;Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. Will affect also nearby Beserkers and Muton Elites and gives +10 Will/Aim and +4 Movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Warheads&#039;&#039;&#039; || &#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_COVERINGFIRE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Covering Fire&#039;&#039;&#039; || &#039;&#039;Allows reaction shot to trigger on enemy attacks, not just movement.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Hyper_Reactive_Pupils_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hyper Reactive Pupils&#039;&#039;&#039; || &#039;&#039;Confers +10 Aim to any shot after a miss.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Depth_Perception_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Depth Perception&#039;&#039;&#039; || &#039;&#039;Height Advantage confers an additional +5 Aim and +5 critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_SQUADSIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Squadsight&#039;&#039;&#039; || &#039;&#039;Allows firing at targets in any ally&#039;s sight radius within weapon range. Non-Sniper rifles gain roughly +5 tiles of extra range.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cyberdisc==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|125px]]&lt;br /&gt;
|hp=18-55&lt;br /&gt;
|aim=70-92&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=18-21&lt;br /&gt;
|fuel=32&lt;br /&gt;
}}&lt;br /&gt;
Cyberdiscs are similar to vanilla Cyberdiscs; even their deployment behaviour is largely unchanged. They get the Automated Threat Assessment perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with HEAT ammo/warheads, or a soldier with Shredder ammo/rockets. Their movement range can take you off guard as it&#039;s close to that of a chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful Death Blossom attack, or simply fire long-range explosives at you. In the later months Cyberdiscs gain the Reactive Targeting Sensors perk, allowing them to return fire. &lt;br /&gt;
&lt;br /&gt;
The drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with Holo Targeting, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &amp;quot;Hardened&amp;quot; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Alien Grenade || 5 || NA || NA &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Cyberdisc Cannon || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon I || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon II || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon III || 11 to 13 || 17 to 20 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon IV || 12 to 14 || 18 to 21 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Cyberdisc Cannon V || 13 to 15 || 20 to 23 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Cyberdisc Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_FLIGHT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flight&#039;&#039;&#039; || &#039;&#039;Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY_EVASION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Evasion&#039;&#039;&#039;|| &#039;&#039;Enemies targeting this unit when it is airborne suffer a -20% Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_DEATHBLOSSOM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Death Blossom&#039;&#039;&#039;|| &#039;&#039;Project an intense energy field from Closed position, damaging all nearby enemies.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ALIEN_BOMBARD.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_DAMAGE_CONTROL.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Damage Control&#039;&#039;&#039; || &#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ASSAULT_AGGRESSION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aggression&#039;&#039;&#039; || &#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*While Cyberdiscs themselves do not have navigators, it is possible for them to appear alongside a navigator of another species.&lt;br /&gt;
*Cyberdiscs will gain additional DR as the game progresses, up to a maximum of +5.&lt;br /&gt;
&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mechtoid==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-50&lt;br /&gt;
|shield=6-16&lt;br /&gt;
|aim=75-93&lt;br /&gt;
|defense=0&lt;br /&gt;
|will=0&lt;br /&gt;
|move=14-15&lt;br /&gt;
}}&lt;br /&gt;
Mechtoids behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are very vulnerable to psionics - Mind Fray will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. Psi Panic will completely disable a Mechtoid. Chem grenades will hurt their accuracy a bit. Like the Cyberdisk, the Mechtoid will eventually gain access to Reactive Targeting Sensors.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by Mind Merge also grants a &#039;&#039;&#039;significant&#039;&#039;&#039; amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on.  Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Mechtoid Plasma Cannon || 7 to 9 || 11 to 14 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon I || 8 to 10 || 12 to 15 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon II || 9 to 11 || 14 to 17 || 10 &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Mechtoid Plasma Cannon III || 10 to 12 || 15 to 18 || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Mechtoid Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up &#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_EXECUTIONER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Confers +10 aim and +10 critical hit chance against targets at or below 50% of their health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_PLATFORM_STABILITY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Platform Stability&#039;&#039;&#039; || &#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ADVANCED_FIRE_CONTROL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039; || &#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Mechtoids will gain additional DR as the game progresses, up to a maximum of +4.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Berserker==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=March&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|125px]]&lt;br /&gt;
|hp=25-78&lt;br /&gt;
|aim=∞&lt;br /&gt;
|defense=20-30&lt;br /&gt;
|will=80&lt;br /&gt;
|move=17-21&lt;br /&gt;
}}&lt;br /&gt;
Berserkers can also be Squad Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralise a Berserker you&#039;re not ready to kill. It will also reduce its movement from Bloodlust, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are chem grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with Rift outside of the Temple Ship, using their aggression against them to make them wander in and out of the psionic storm will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed Close Combat Specialist Assaults (Optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Berserker Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Muton Blade|| 9 to 11 || 14 to 17 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade I || 10 to 12 || 15 to 18 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade II || 11 to 13 || 17 to 20 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade III || 12 to 14 || 18 to 21 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade IV || 13 to 15 || 20 to 23 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade V || 14 to 16 || 21 to 24 || 33 || Melee Only&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Upgraded Muton Blade VI || 16 to 18 || 24 to 27 || 33 || Melee Only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Berserker Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:ABILITY_HARDENED.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Hardened&#039;&#039;&#039; || &#039;&#039;Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_INTIMIDATE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Intimidate&#039;&#039;&#039; || &#039;&#039;Reacts unpredictably when wounded, provoking panic in enemies.&amp;lt;br&amp;gt;Provokes a Will test on the enemy unit responsible for the wound. If the enemy fails the Will test it will panic.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN_BLOODLUST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bloodlust&#039;&#039;&#039;|| &#039;&#039;Allows the Berserker to charge an enemy that wounds it.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[File:ALIEN_BULLRUSH.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bull Rush&#039;&#039;&#039;|| &#039;&#039;Charge in a straight line through cover to unleash a devastating melee attack&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| |[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:Neural_Damping_(EU2012).png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neural Damping&#039;&#039;&#039; || &#039;&#039;Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:SUPPORT_SPRINTER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Grants 3 additional points of movement to the unit.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
*Berserker Navigators do not gain any additional abilities, but are instead able to gain up to +4 HP and +1 damage compared to regular Berserkers. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heavy Floater==&lt;br /&gt;
[[File:537px-Heavyfloater.jpg|right|thumb]]&lt;br /&gt;
Similar in appearance to the Floater species, this upgraded variant can pose a significant offensive threat to mechanized units as well as units behind cover when accompanied by other aliens. As the Heavy Floater will most probably already have access to Heat Ammo when you first encounter it, it is advisable to take on a more defensive position with MEC&#039;s and Shiv&#039;s, ideally concealing them behind full-cover until the enemy has been dealt with. Quite like the Muton Elite, the Heavy Floater also has access to Bombard and Alien Grenades, rendering clustered up firing lines ineffective. &lt;br /&gt;
&lt;br /&gt;
Due to the Tactical Sense perk, inherent defenses and elevation bonuses, it is possible for a Heavy Floater squad leader to reach a maximum of 80 Defense during flight, making them extremely hard to hit foes on the battlefield. While psionically enhanced soldiers should have little trouble dealing with one thanks to their low will, accuracy enhancing perks and rockets are king against this species whenever the better alternative is unavailable. Furthermore, with the way Tactical Sense works, it can prove effective to temporarily move targets out of his sight radius so as to achieve better shots.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_HEAT_AMMO.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Ammo&#039;&#039;&#039; || &#039;&#039;Primary weapon does additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT CLOSEPERSONAL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Close Encounters&#039;&#039;&#039; || &#039;&#039;The first standard shot made within 4 tiles of the target does not cost an action.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ALIEN BOMBARD.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Bombard&#039;&#039;&#039; || &#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT_TACTICALSENSE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; || &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ABILITY READYFORANYTHING.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ready for Anything&#039;&#039;&#039; || &#039;&#039;If the unit shoots without using another action, it automatically enters Overwatch at the end of the turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_WILLTOSURVIVE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Will to Survive&#039;&#039;&#039; || &#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_MAYHEM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; || &#039;&#039;Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY_DANGERZONE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Danger Zone&#039;&#039;&#039; || &#039;&#039;Increases area of effect for Suppression, rocket launchers and offensive grenades.&#039;&#039; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectopod==&lt;br /&gt;
[[File:Sectopod 2 (EU2012).png|right|thumb]]&lt;br /&gt;
Massive mechanical war machines, Sectopods are similar to their original incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Servos&#039;&#039;&#039; || &#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sentinel&#039;&#039;&#039; || &#039;&#039;Allows two reaction shots during Overwatch, instead of only one.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Reactive Targeting Sensors&#039;&#039;&#039; || &#039;&#039;Units with this perk get a free shot back at the first enemy who attacks it each turn, providing there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; || &#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_ABSORTION_FIELDS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; || &#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sectoid Commander==&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=Late&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|125px]]&lt;br /&gt;
|hp=15 &lt;br /&gt;
|aim=85&lt;br /&gt;
|defense=20&lt;br /&gt;
|will=90&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
Sectoid Commanders represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics.  Sectoid Commanders can use Mind Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Sectoid Plasma Pistol || 3 to 5 || 4 to 6 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol I || 4 to 6 || 6 to 9 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol II || 5 to 7 || 8 to 11 || 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| Upgraded Sectoid Plasma Pistol III || 6 to 8 || 9 to 12 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Sectoid Commander Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER GUNSLINGER.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; || &#039;&#039;Eliminates any range penalties for pistols.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || &#039;&#039;Take control of the target if target&#039;s Will is overcome.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Greater Mind Merge&#039;&#039;&#039; || &#039;&#039;Psionically assist an ally, granting the ally an array of stat bonuses.&amp;lt;br&amp;gt;  &#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:ASSAULT BRINGTHEMON.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; || &#039;&#039;Grants +1 damage on critical hits for each enemy that the squad can see. (Up to +5)&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY RAPIDREACTION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039; || &#039;&#039;Allows an additional shot to be fired on Overwatch if the first Overwatch shot hits.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER OPPORTUNIST.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Opportunist&#039;&#039;&#039; || &#039;&#039;Negates aim penalties for Overwatch shots.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:COMBINED_ARMS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Combined Arms&#039;&#039;&#039; || &#039;&#039;Allows the squad that this unit belongs to to ignore 1 point of DR.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Navigator Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SNIPER_LOWPROFILE.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Low Profile&#039;&#039;&#039; || &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:REGENERATION.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Regeneration&#039;&#039;&#039; || &#039;&#039;Allows the unit to restore a small amount of HP each turn. Amount increases based on alien tech progression.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethereal==&lt;br /&gt;
[[File:Ethereal_(EU2012).png|right|thumb]]&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power.  Using a psionic lance attack that is based on will as well as the feared Mind Control and Rift abilities, Ethereal&#039;s represent the pinnacle of psionic deadliness.  Ethereals regenerate health, and an Ethereal who recieves damage from conventional weapons has a chance to reflect the attack, dealing 33% damage to the attacker.  The ethereal&#039;s psionic lance is considered a weapon, and can be disabled with the relevant perk, as well as trigger Covering Fire and other related perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Ethereal Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:PSIONIC_MINDFRAY.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039;|| &#039;&#039;Causes the target to lose grip on reality, inflicting penalties to Aim, Will, mobility and AOE range, as well as doing 1 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039;|| &#039;&#039;Cause target to panic if the target&#039;s Will is overcome. Robotic enemies are immune. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039;|| &#039;&#039;Deal massive damage within an area of effect.  Rift persists over several turns.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|[[File:PSIONIC PANIC.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039;|| &#039;&#039;Take control of target if target&#039;s Will is overcome. Robotic enemies are immune. &#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Possible Squad Leader Abilities&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Ability !! Description&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REPAIR_SERVOS.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Disortion Field&#039;&#039;&#039; || &#039;&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock Absorbent Armor&#039;&#039;&#039; || &#039;&#039;Confers +15 Defense when on Overwatch. Cancelled as soon as the unit fires a reaction shot.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:SUPPORT_SENTINEL.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; || &#039;&#039;Grants a -90% penalty to the first overwatch triggered, and a -45% penalty on all overwatches thereafter.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px]]&amp;lt;br&amp;gt; &#039;&#039;&#039;Sprinter&#039;&#039;&#039; || &#039;&#039;Confers an extra 3 tiles of movement.&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| [[File:HEAVY BULLETSWARM.png|32px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Executioner&#039;&#039;&#039; || &#039;&#039;Grants an addition +10 aim and +10 crit chance against &#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=60025</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=60025"/>
		<updated>2014-10-20T18:37:34Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 1 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)}} &lt;br /&gt;
|Corporal3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the sniper rifle to be fired after moving, at a -10 aim penalty.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight(max +30%).&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Tactical Sense (Long War)|align=center}}&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Additional 2 damage against any human target and alien targets whose species has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039; &lt;br /&gt;
(Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 28&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; no longer works on overwatch, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). However, snipers &#039;&#039;can&#039;&#039; still have &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; at Corporal rank, and it&#039;s not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability. But combined with Double Tap, they can be excellent soldiers on the battlefield, trading between two shots, and 1 move and 1 shot: in effect, some damage has been traded for some mobility in the Long War. Plus Head Shot and a high crit rate, they can still be quite strong. Watch your ammo levels, though, so High Cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Assassin, Long Range Offense&lt;br /&gt;
&lt;br /&gt;
The sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage.&lt;br /&gt;
&lt;br /&gt;
Sample sniper:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Sharpshooter/ Damn Good Ground -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Double tap.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Role &#039;&#039;&#039; Stalker, Mid to Long range Offense&lt;br /&gt;
&lt;br /&gt;
A mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. It makes heavy use of In the Zone, which works against flanked and exposed targets (such as flying and those with no cover), which in turn requires the sniper to have a suitably large ammo magazine. While not staying far behind, the sniper should still keep some distance from the main group because of the short range penalty of the Strike/Sniper rifle. Perks focus on critical chance and utility.&lt;br /&gt;
&lt;br /&gt;
Sample sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Snap Shot -&amp;gt; Sharpshooter -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Since Lock N&#039; Load only works together with Snap Shot ( you can not shoot after taking a costly action, reloading included), the two perks go together. With Lock N&#039; Load, Ammo conservation project and Hi-Cap magazine your sniper rifle will have +3 maximum ammo (!), more than enough for In the Zone. If you plan on taking a Marksman Rifle to avoid taking the Snapshot perk, here is how the sample will look:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision shot -&amp;gt; Sharpshooter -&amp;gt; Aggression -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will have less ammo and more critical chance.&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=60024</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=60024"/>
		<updated>2014-10-20T18:36:28Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 1 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)}} &lt;br /&gt;
|Corporal3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the sniper rifle to be fired after moving, at a -10 aim penalty.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Tactical Sense (Long War)|align=center}}&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight(max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Additional 2 damage against any human target and alien targets whose species has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039; &lt;br /&gt;
(Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 28&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; no longer works on overwatch, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). However, snipers &#039;&#039;can&#039;&#039; still have &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; at Corporal rank, and it&#039;s not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability. But combined with Double Tap, they can be excellent soldiers on the battlefield, trading between two shots, and 1 move and 1 shot: in effect, some damage has been traded for some mobility in the Long War. Plus Head Shot and a high crit rate, they can still be quite strong. Watch your ammo levels, though, so High Cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Assassin, Long Range Offense&lt;br /&gt;
&lt;br /&gt;
The sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage.&lt;br /&gt;
&lt;br /&gt;
Sample sniper:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Sharpshooter/ Damn Good Ground -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Double tap.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Role &#039;&#039;&#039; Stalker, Mid to Long range Offense&lt;br /&gt;
&lt;br /&gt;
A mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. It makes heavy use of In the Zone, which works against flanked and exposed targets (such as flying and those with no cover), which in turn requires the sniper to have a suitably large ammo magazine. While not staying far behind, the sniper should still keep some distance from the main group because of the short range penalty of the Strike/Sniper rifle. Perks focus on critical chance and utility.&lt;br /&gt;
&lt;br /&gt;
Sample sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Snap Shot -&amp;gt; Sharpshooter -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Since Lock N&#039; Load only works together with Snap Shot ( you can not shoot after taking a costly action, reloading included), the two perks go together. With Lock N&#039; Load, Ammo conservation project and Hi-Cap magazine your sniper rifle will have +3 maximum ammo (!), more than enough for In the Zone. If you plan on taking a Marksman Rifle to avoid taking the Snapshot perk, here is how the sample will look:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision shot -&amp;gt; Sharpshooter -&amp;gt; Aggression -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will have less ammo and more critical chance.&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=60023</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=60023"/>
		<updated>2014-10-20T18:35:36Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SNIPER.png|left|frame|64px|Sniper]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight no longer functions with Overwatch.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Marksman Rifles, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols, Machine Pistols&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 1 bonus damage with pistols and negates the long-range accuracy penalty when shooting beyond 14 meters.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
|Corporal2={{Precision Shot (Long War)}} &lt;br /&gt;
|Corporal3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the sniper rifle to be fired after moving, at a -10 aim penalty.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +2 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +10 Aim and + 10 critical chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Tactical Sense (Long War)|align=center}}&lt;br /&gt;
|TechSgt2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Primary weapons do one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight(max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Primary weapons receive one additional shot or burst before a reload is required. Units taking this as a perk tree ability may reload their primary weapon as their first action without ending the turn.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Additional 2 damage against any human target and alien targets whose species has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Killing a flanked or uncovered enemy does not cost an action. Incurs a stacking critical hit chance penalty for each successive In The Zone kill.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 additional damage to SAW- and LMG- series weapons (including when suppressing), sniper and long rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers and Proximity Mines.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no costly actions were taken, 1 turn cooldown.&#039;&#039; &lt;br /&gt;
(Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 28&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; no longer works on overwatch, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). However, snipers &#039;&#039;can&#039;&#039; still have &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; at Corporal rank, and it&#039;s not mutually exclusive with Squadsight, allowing snipers more mobility without greatly compromising their offensive ability. But combined with Double Tap, they can be excellent soldiers on the battlefield, trading between two shots, and 1 move and 1 shot: in effect, some damage has been traded for some mobility in the Long War. Plus Head Shot and a high crit rate, they can still be quite strong. Watch your ammo levels, though, so High Cap mags are a good item for them.&lt;br /&gt;
&lt;br /&gt;
Snipers can use sniper rifles, which act like vanilla sniper rifles, and only allow firing if the user hasn&#039;t moved unless they are Snap Shot trained, but they can also use Marksman Rifles, which are shorter range sniper rifles that can be fired after moving. Snipers can use assault rifles as well, but this isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better with assault rifles. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
Also, note that despite having five tiers of weapons, Mayhem still only grant +1/+2 damage, with Beam laser and Gauss granting +1 damaged, while pulse and plasma grant +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Assassin, Long Range Offense&lt;br /&gt;
&lt;br /&gt;
The sniper in this role stays behind and relies on its Squad Sight. It is the classical &amp;quot;one shot - one kill&amp;quot; role where you focus on doing maximum damage per shot and landing every possible shot. For this, high aim soldiers are preferred and perks are centered around gaining more aim and damage.&lt;br /&gt;
&lt;br /&gt;
Sample sniper:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone Wolf -&amp;gt; Precision Shot -&amp;gt;  Sharpshooter/ Damn Good Ground -&amp;gt; Ranger -&amp;gt; Vital Point Targeting -&amp;gt; Double tap.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Ranger + VPT provide you with +3 minimum damage, which should be enough to guarantee you one shot kills even without a critical. Precision shot, Lone Wolf and Sharpshooter provide you with additional critical chance. Double tap is the signature ability, with which you can take on two separate adversaries in one turn, or focus on one tough one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Role &#039;&#039;&#039; Stalker, Mid to Long range Offense&lt;br /&gt;
&lt;br /&gt;
A mobile, versatile sniper who uses terrain and mobility to find himself on the flank or even behind enemy lines. It makes heavy use of In the Zone, which works against flanked and exposed targets (such as flying and those with no cover), which in turn requires the sniper to have a suitably large ammo magazine. While not staying far behind, the sniper should still keep some distance from the main group because of the short range penalty of the Strike/Sniper rifle. Perks focus on critical chance and utility.&lt;br /&gt;
&lt;br /&gt;
Sample sniper:&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Snap Shot -&amp;gt; Sharpshooter -&amp;gt; Lock N&#039; Load -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Since Lock N&#039; Load only works together with Snap Shot ( you can not shoot after taking a costly action, reloading included), the two perks go together. With Lock N&#039; Load, Ammo conservation project and Hi-Cap magazine your sniper rifle will have +3 maximum ammo (!), more than enough for In the Zone. If you plan on taking a Marksman Rifle to avoid taking the Snapshot perk, here is how the sample will look:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lone wolf -&amp;gt; Precision shot -&amp;gt; Sharpshooter -&amp;gt; Aggression -&amp;gt; Bring &#039;Em On -&amp;gt; In the Zone&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You will have less ammo and more critical chance.&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}} &lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Precision_Shot_(Long_War)&amp;diff=60022</id>
		<title>Template:Precision Shot (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Precision_Shot_(Long_War)&amp;diff=60022"/>
		<updated>2014-10-20T18:29:59Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SNIPER HEADSHOT.png|32px|{{{align|center}}}|Precision Shot]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;With sniper/long rifles: Fire a shot with +30% critical chance, no -30% squadsight penalty to criticals, and extra damage on critical hits based on the soldier&#039;s weapon tech level. With Marksman&#039;s and Strike Rifles: Fire an unlimited range shot with no other bonuses. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Precision_Shot_(Long_War)&amp;diff=60021</id>
		<title>Template:Precision Shot (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Precision_Shot_(Long_War)&amp;diff=60021"/>
		<updated>2014-10-20T18:29:37Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SNIPER HEADSHOT.png|32px|{{{align|center}}}|Precision Shot]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;Precision Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;With sniper/long rifles: Fire a shot with +30% critical chance, no -30% squadsight penalty to criticals, and extra damage on critical hits, based on the soldier&#039;s weapon tech level. With Marksman&#039;s and Strike Rifles: Fire an unlimited range shot with no other bonuses. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60020</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=60020"/>
		<updated>2014-10-20T18:11:26Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* 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. || 60 || 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 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 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. || 15 || 0 || 0 || 0 || 7 || -&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, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.&amp;lt;br&amp;gt;Most synthetic/cybernetic and psionic enemies are immune.|| 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 3-7 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 || 5 || 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. || 30 || 3|| 0 || 0 || 5 || -&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 || 5 || -&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 || 3 || 0 || 0 || 5 || -&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 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || 20 || 3 || 0 || 0 || 5 || -&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;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight. || 75 || 3 || 8 || 8 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || None || EXALT Base Assault Loot || Confers Executioner perk.  Additional Bonus(?) || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|? || 0 || None || EXALT Base Assault Loot || Confers +20% Experience. || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|? || 0 || None || EXALT Base Assault Loot || Confers +20% Psi XP || - || - || - || - || - || -&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 Gyrostabilizer || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || 30 || 0 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. Requires a UFO Flight Computer.|| 200 || 5 || 5 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || 30 || 8 || 15 || 10 || 7&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. || 90 || 10 || 0 || 5 || 10&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. || 30 || 0 || 0 || 0 || 7&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. || 30 || 3 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || 40 || 12 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || 30 || 0 || 0 || 0 || 7&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. || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || 55 || 0 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || 40 || 0 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 130 || 10 || 5 || 0 || 10&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. || 75 || 5 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 65 || 5 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 65 || 5 || 2 || 0 || 10&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)|| 65 || 0 || 0 || 0 || 7&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. || 50 || 5 || 1 || 0 || 7&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 || 10&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. || 180 || 20 || 20 || 10 || 14&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 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(Long_War)&amp;diff=60019</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=60019"/>
		<updated>2014-10-20T18:07:46Z</updated>

		<summary type="html">&lt;p&gt;LocoPojo: /* 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. || 60 || 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 || Alien Communications &amp;lt;br/&amp;gt; Psi Warfare Systems (Foundry)|| 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. || 15 || 0 || 0 || 0 || 7 || -&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 3-7 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 || 5 || 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. || 30 || 3|| 0 || 0 || 5 || -&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 || 5 || -&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 || 3 || 0 || 0 || 5 || -&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 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy-Jacketed Rounds || 1 || All || Enhanced Ballistics || Increases Ballistic and Gauss weapon damage by 1. || 20 || 3 || 0 || 0 || 5 || -&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;
|-&lt;br /&gt;
|Marksman Scope || 0 || Scout || Experimental Warfare || Grants Sharpshooter perk. || 80 || 0 || 0 || 0 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Bipod || 0 || Gunner || Experimental Warfare || Confers Platform Stability perk. || 25 || 2 || 0 || 0 || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Neural Gunlink || 1 || Psionic || Xenopsionics || Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight. || 75 || 3 || 8 || 8 || 7 || -&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | EXALT HQ Loot&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator Gunsight || 0 || None || EXALT Base Assault Loot || Confers Executioner perk.  Additional Bonus(?) || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|? || 0 || None || EXALT Base Assault Loot || Confers +20% Experience. || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|? || 0 || None || EXALT Base Assault Loot || Confers +20% Psi XP || - || - || - || - || - || -&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 Gyrostabilizer || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Weaponry || Provides +5 aim and +5 crit. || 30 || 0 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Battle Computer || {{Yes Icon}} || {{No Icon}} || 1 || Sectopod Autopsy || Provides +10 aim, crit chance and defence. Requires a UFO Flight Computer.|| 200 || 5 || 5 || 20 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Elerium Turbos || {{Yes Icon}} || {{Yes Icon}} || 0 || Advanced Servomotors || Increases SHIV/MEC mobility by 2 points. || 30 || 8 || 15 || 10 || 7&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. || 90 || 10 || 0 || 5 || 10&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. || 30 || 0 || 0 || 0 || 7&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. || 30 || 3 || 0 || 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Belt || {{Yes Icon}} || {{Yes Icon}} || 1 || Alien Materials || Grants Extra Conditioning perk. || 40 || 12 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Smartshell Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Flush ability and provides +5 aim . || 30 || 0 || 0 || 0 || 7&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. || 120 || 0 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Tracking Pods || {{No Icon}} || {{Yes Icon}} || 1 || Experimental Warfare || Grants the Advanced Fire Control perk. || 55 || 0 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Holo-Targeter || {{Yes Icon}} || {{Yes Icon}} || 1 || Drone Autopsy || Grants Holo-Targeting perk and provides +5 aim. || 40 || 0 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Supercoolers || {{No Icon}} || {{Yes Icon}} || 1 || Sectopod Autopsy || Grants Light &#039;Em Up perk, allowing a second shot or action after firing the main weapon as the first action. || 130 || 10 || 5 || 0 || 10&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. || 75 || 5 || 0 || 0 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Core Armoring || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants +2 HP and the Resilience perk, rendering the SHIV immune to Critical Hits. || 65 || 5 || 0 || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Damage Control Pod || {{No Icon}} || {{Yes Icon}} || 1 || SHIV Defenses  || Grants the Damage Control perk, reducing oncoming damage by 1 or 2 for several turns after first being struck. || 65 || 5 || 2 || 0 || 10&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)|| 65 || 0 || 0 || 0 || 7&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. || 50 || 5 || 1 || 0 || 7&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 || 10&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. || 180 || 20 || 20 || 10 || 14&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 || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>LocoPojo</name></author>
	</entry>
</feed>