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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=59326</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=59326"/>
		<updated>2014-08-29T20:41:10Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: /* Stat Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which has the same effect as vanilla of making Medikit items usable 3 times.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: 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;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows medikits and restorative mist kits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other 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 movement.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn. Taking the perk on level up also allows an additional action after deploying a smoke grenade.&#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 +3 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: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;
|Corporal2=[[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;
|Corporal3=[[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Paramedic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Once per turn, this unit may use a medkit without spending an action.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +2 Aim, +1 Will.&#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:SUPPORT DEEPPOCKETS.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;
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.&#039;&#039;&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 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[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;
|TechSgt2=[[File:SUPPORT_REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Aim.&#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: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;
|GunSgt2=[[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;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[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;
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Medikits restore four more health per use; Restorative Mist units restore three more health per use.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +2 Aim, +1 Will.&#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!!Will at level!!Total Will&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 2 || 2 || ? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4 || ? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 6 || ? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 8 || ? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 10 || ? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 12 || ? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 2 || 14 || ? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hidden Potential w. Strict Screening Second Wave perks enabled:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Total Base Hp!!Total Base Aim (?-?)/level!!Total Base Will (4-9)/level&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| ?-? || ?-? || 34-39&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| ?-? || ?-? || 38-48&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| ?-? || ?-? || 40-53&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| ?-? || ?-? || ??-??&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| ?-? || ?-? || ??-??&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| ?-? || ?-? || ??-??&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| ?-? || ?-? || ??-??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Defensive Support.&lt;br /&gt;
&lt;br /&gt;
Medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.&lt;br /&gt;
&lt;br /&gt;
Medics can specialize in three different support roles. With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.&lt;br /&gt;
&lt;br /&gt;
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don&#039;t expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.&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>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=59325</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=59325"/>
		<updated>2014-08-29T20:18:29Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: /* Stat Progression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which has the same effect as vanilla of making Medikit items usable 3 times.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: 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;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows medikits and restorative mist kits to be used 3 times per battle instead of once.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other 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 movement.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn. Taking the perk on level up also allows an additional action after deploying a smoke grenade.&#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 +3 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: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;
|Corporal2=[[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;
|Corporal3=[[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Paramedic&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Once per turn, this unit may use a medkit without spending an action.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provides +2 Aim, +1 Will.&#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:SUPPORT DEEPPOCKETS.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;
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.&#039;&#039;&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 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[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;
|TechSgt2=[[File:SUPPORT_REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provides +1 Aim.&#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: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;
|GunSgt2=[[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;
|GunSgt3=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;Provides +1 Aim, +3 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;Provides +2 Aim, +1 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[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;
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Medikits restore four more health per use; Restorative Mist units restore three more health per use.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +2 Aim, +1 Will.&#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!!Will at level!!Total Will&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 2 || 2 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 6 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 8 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 10 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 12 || ?? || ??&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 2 || 14 || ?? || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hidden Potential w. Strict Screening Second Wave perks enabled:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!Total Base Hp!!Total Base Aim (?-?)/level!!Total Base Will (4-9)/level&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| ?-? || ?-? || 34-39&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| ?-? || ?-? || 38-48&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| ?-? || ?-? || 42-57&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| ?-? || ?-? || 46-66&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| ?-? || ?-? || 50-75&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| ?-? || ?-? || 54-84&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| ?-? || ?-? || 58-93&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Defensive Support.&lt;br /&gt;
&lt;br /&gt;
Medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.&lt;br /&gt;
&lt;br /&gt;
Medics can specialize in three different support roles. With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.&lt;br /&gt;
&lt;br /&gt;
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don&#039;t expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.&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>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=59030</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=59030"/>
		<updated>2014-08-19T20:10:12Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
Autopsies now require multiple corpse specimens (so, 1: you cannot &#039;double-dip&#039;, and 2: do not worry if you cannot go for a capture on an alien&#039;s first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable). In addition, some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it&#039;s unlocked). Also note that South America&#039;s bonus has been changed to a Power-related reduction; you&#039;ll naturally be poking aliens with pointy implements for much longer times.&lt;br /&gt;
&lt;br /&gt;
Interrogations still have the Alien Containment/Arc Thrower prereq--- and it&#039;s highly advisable to keep both, and to continue to capture aliens when the opportunity presents itself, as captured aliens are very valuable Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver:&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;
Because projects have much longer research times and there are far more projects, research is in general a more time-consuming affair. On the plus side: with far more aliens to kill, you&#039;ll rarely be out of Weapon Fragments.&lt;br /&gt;
&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 !! | Estimated Point Cost &amp;lt;br/&amp;gt; ((Scientists X Days)/(1 - (% total lab bonuses)/100)) !! | 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 || Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 3x Weapon Fragments &amp;lt;br/&amp;gt; 6x Sectoid Corpses || 210 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 430 || 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) &amp;lt;br/&amp;gt; Illuminator Gunsight (Equipment - requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || ||  || Psi Inspiration (Gene Mod) &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;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 310 || 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 Communications || Xenoneurology || || || Hyperwave Relay (Construction)&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;|| || || 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 || 950 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers ||  ||  || 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 || || || 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 || || || 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 || || || 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 || || || 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;
|Alien Operations || Any Interrogation + Outsider Live Capture || Outsider Shard || 620 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry ||  || Laser Credit Applies || 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 || || 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 || || 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 || 870 &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 || || 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) &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 || || 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 || || 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 || || 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 || || 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 || || 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 || || 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 || || || 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 || || || Blaster Launcher (Equipment - Weapon) &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 !! | Estimated 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 || 250 || 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 || 620 || 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 || || || 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 || || || 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)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || ?x corpse ||  || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || ?x corpse ||  || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?X Live Capture ||  || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || ?X Live Capture ||  || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || ?X Live Capture ||  || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || ?X Live Capture ||  || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || ?X Live Capture ||  || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || ?X Live Capture ||  || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || ?X Live Capture ||  || 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  || ?X Live Capture ||  || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=59029</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=59029"/>
		<updated>2014-08-19T20:08:05Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
Autopsies now require multiple corpse specimens (so, 1: you cannot &#039;double-dip&#039;, and 2: do not worry if you cannot go for a capture on an alien&#039;s first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable). In addition, some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it&#039;s unlocked). Also note that South America&#039;s bonus has been changed to a Power-related reduction; you&#039;ll naturally be poking aliens with pointy implements for much longer times.&lt;br /&gt;
&lt;br /&gt;
Interrogations still have the Alien Containment/Arc Thrower prereq--- and it&#039;s highly advisable to keep both, and to continue to capture aliens when the opportunity presents itself, as captured aliens are very valuable Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver:&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;
Because projects have much longer research times and there are far more projects, research is in general a more time-consuming affair. On the plus side: with far more aliens to kill, you&#039;ll rarely be out of Weapon Fragments.&lt;br /&gt;
&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 !! | Estimated Point Cost &amp;lt;br/&amp;gt; ((Scientists X Days)/(1- % total lab bonuses)/100) !! | 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 || Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 3x Weapon Fragments &amp;lt;br/&amp;gt; 6x Sectoid Corpses || 210 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 430 || 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) &amp;lt;br/&amp;gt; Illuminator Gunsight (Equipment - requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || ||  || Psi Inspiration (Gene Mod) &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;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 310 || 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 Communications || Xenoneurology || || || Hyperwave Relay (Construction)&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;|| || || 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 || 950 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers ||  ||  || 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 || || || 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 || || || 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 || || || 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 || || || 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;
|Alien Operations || Any Interrogation + Outsider Live Capture || Outsider Shard || 620 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry ||  || Laser Credit Applies || 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 || || 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 || || 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 || 870 &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 || || 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) &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 || || 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 || || 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 || || 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 || || 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 || || 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 || || 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 || || || 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 || || || Blaster Launcher (Equipment - Weapon) &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 !! | Estimated 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 || 250 || 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 || 620 || 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 || || || 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 || || || 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)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || ?x corpse ||  || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || ?x corpse ||  || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?X Live Capture ||  || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || ?X Live Capture ||  || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || ?X Live Capture ||  || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || ?X Live Capture ||  || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || ?X Live Capture ||  || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || ?X Live Capture ||  || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || ?X Live Capture ||  || 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  || ?X Live Capture ||  || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=59025</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=59025"/>
		<updated>2014-08-19T19:56:32Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
Autopsies now require multiple corpse specimens (so, 1: you cannot &#039;double-dip&#039;, and 2: do not worry if you cannot go for a capture on an alien&#039;s first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable). In addition, some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it&#039;s unlocked). Also note that South America&#039;s bonus has been changed to a Power-related reduction; you&#039;ll naturally be poking aliens with pointy implements for much longer times.&lt;br /&gt;
&lt;br /&gt;
Interrogations still have the Alien Containment/Arc Thrower prereq--- and it&#039;s highly advisable to keep both, and to continue to capture aliens when the opportunity presents itself, as captured aliens are very valuable Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver:&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;
Because projects have much longer research times and there are far more projects, research is in general a more time-consuming affair. On the plus side: with far more aliens to kill, you&#039;ll rarely be out of Weapon Fragments.&lt;br /&gt;
&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 !! | Estimated 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 || 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 || Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 3x Weapon Fragments &amp;lt;br/&amp;gt; 6x Sectoid Corpses || 210 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 430 || 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) &amp;lt;br/&amp;gt; Illuminator Gunsight (Equipment - requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || ||  || Psi Inspiration (Gene Mod) &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;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 310 || 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 Communications || Xenoneurology || || || Hyperwave Relay (Construction)&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;|| || || 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 || 950 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers ||  ||  || 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 || || || 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 || || || 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 || || || 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 || || || 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;
|Alien Operations || Any Interrogation + Outsider Live Capture || Outsider Shard || 620 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry ||  ||  || 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 || 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 || || || 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 || || || 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 || 870 || 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 || || || 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) &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 || || || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma 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 || || || 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 || || || 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 || || || 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 || || || 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 || || || 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 || || || Blaster Launcher (Equipment - Weapon) &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 !! | Estimated 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 || 250 || 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 || 620 || 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 || || || 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 || || || 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)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || ?x corpse ||  || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || ?x corpse ||  || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?X Live Capture ||  || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || ?X Live Capture ||  || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || ?X Live Capture ||  || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || ?X Live Capture ||  || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || ?X Live Capture ||  || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || ?X Live Capture ||  || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || ?X Live Capture ||  || 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  || ?X Live Capture ||  || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=59024</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=59024"/>
		<updated>2014-08-19T19:54:25Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: /* Research */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
Autopsies now require multiple corpse specimens (so, 1: you cannot &#039;double-dip&#039;, and 2: do not worry if you cannot go for a capture on an alien&#039;s first appearance), and are a prerequisite before you can do an interrogation on that species (when applicable). In addition, some later species have other prerequisites that need to be completed beforehand (such as the Mechtoid Autopsy now needing both Sectoid Autopsy and Alien Biocybernetics to be completed before it&#039;s unlocked). Also note that South America&#039;s bonus has been changed to a Power-related reduction; you&#039;ll naturally be poking aliens with pointy implements for much longer times.&lt;br /&gt;
&lt;br /&gt;
Interrogations still have the Alien Containment/Arc Thrower prereq--- and it&#039;s highly advisable to keep both, and to continue to capture aliens when the opportunity presents itself, as captured aliens are very valuable Council Requests, on top of the continued collection of alien weaponry. Research Credits are also a prime time-saver:&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;
Because projects have much longer research times and there are far more projects, research is in general a more time-consuming affair. On the plus side: with far more aliens to kill, you&#039;ll rarely be out of Weapon Fragments.&lt;br /&gt;
&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 !! | Estimated Point Cost &amp;lt;br/&amp;gt; ((Scientists X Days)/(1+(% lab bonus)/100))) !! | 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 || 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 || Satellite Nexus (Construction)&lt;br /&gt;
|-&lt;br /&gt;
|Xenoneurology|| Xenobiology || 3x Weapon Fragments &amp;lt;br/&amp;gt; 6x Sectoid Corpses || 210 || Arc Thrower (Equipment)&lt;br /&gt;
|-&lt;br /&gt;
|Xenogenetics || Xenobiology || 10x Meld || 430 || 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) &amp;lt;br/&amp;gt; Illuminator Gunsight (Equipment - requires New Combat Systems)&lt;br /&gt;
|-&lt;br /&gt;
|Xenopsionics || Xenogenetics &amp;lt;br/&amp;gt; Xenoneurology &amp;lt;br/&amp;gt; Sectoid Autopsy || ||  || Psi Inspiration (Gene Mod) &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;
|Experimental Warfare || Alien Weaponry || 10x Weapon Fragments || 310 || 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 Communications || Xenoneurology || || || Hyperwave Relay (Construction)&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;|| || || 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 || 950 || Jellied Elerium (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Alien Power Systems || Elerium &amp;lt;br/&amp;gt; Alien Computers ||  ||  || 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 || || || 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 || || || 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 || || || 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 || || || 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;
|Alien Operations || Any Interrogation + Outsider Live Capture || Outsider Shard || 620 || Skeleton Key&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Weapon Tech&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Beam Lasers|| Alien Weaponry ||  ||  || 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 || 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 || || || 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 || || || 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 || 870 || 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 || || || 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) &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 || || || Plasma Stormgun (Equipment - Weapon) &amp;lt;br/&amp;gt; Plasma Carbine (Equipment - Weapon)&lt;br /&gt;
|-&lt;br /&gt;
|Compact Plasma Weapons || Plasma 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 || || || 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 || || || 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 || || || 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 || || || 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 || || || 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 || || || Blaster Launcher (Equipment - Weapon) &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 !! | Estimated 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 || 250 || 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 || 620 || 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 || || || 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 || || || 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)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Autopsies/Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! Name !! | Prerequisites !! | Materials !! | Estimated Point Cost &amp;lt;br/&amp;gt; (Scientists X Days) !! | Unlocks&lt;br /&gt;
|-&lt;br /&gt;
|Sectoid Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || Smart Macrophages (Gene Mod)&lt;br /&gt;
|-&lt;br /&gt;
|Thin Man Autopsy || Xenobiology || ?x/10x/10x/10x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || SHIV Repair (Foundry Project) &amp;lt;br/&amp;gt; Holo-Targeter (Equipment - Mech units)&lt;br /&gt;
|-&lt;br /&gt;
|Muton Autopsy || Xenobiology || ?x corpse ||  || Adrenal Neurosympathy (Gene Mod) &amp;lt;br/&amp;gt; Alien Grenades (Foundry Project) &amp;lt;br/&amp;gt; Ammo Conservation (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Chryssalid Autopsy || Xenogenetics || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Secondary Heart (Gene Mod) &amp;lt;br/&amp;gt; Tactical Rigging (Foundry Project)&lt;br /&gt;
|-&lt;br /&gt;
|Sectopod Autopsy || Alien Computers || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?x corpse ||  || Advanced Repair (Foundry Project) &amp;lt;br/&amp;gt; Alloy Carbide Plating (Equipment - Mechanical)&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Autopsy || Xenopsionics || ?x corpse ||  || Telekinetic Field (Psi Power)&lt;br /&gt;
|-&lt;br /&gt;
|Mechtoid Autopsy || Alien Biocybernetics &amp;lt;br/&amp;gt; Sectoid Autopsy || ?x corpse ||  || 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 || ?x corpse ||  || 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 || ?X Live Capture ||  || Regen Biofield (Gene Mod) &amp;lt;br/&amp;gt; Research Credit - Laser Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Floater Interrogation || Matching Autopsy || ?X Live Capture ||  || Neural Feedback (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Aerospace&lt;br /&gt;
|-&lt;br /&gt;
|Muton Interrogation || Matching Autopsy  || ?X Live Capture ||  || Distortion Field (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Gauss Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Interrogation || Matching Autopsy || ?X Live Capture ||  || Psi Panic (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Armor&lt;br /&gt;
|-&lt;br /&gt;
|Muton Elite Interrogation || Matching Autopsy || ?X Live Capture ||  || Research Credit - All Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Floater Interrogation || Matching Autopsy  || ?X Live Capture ||  || Psychokinetic Strike (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Plasma Weaponry&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal Interrogation || Matching Autopsy  || ?X Live Capture ||  || 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  || ?X Live Capture ||  || Psi Shadow (Psi Power) &amp;lt;br/&amp;gt; Research Credit - Psionics&lt;br /&gt;
|-&lt;br /&gt;
[[File:Long War Tech Tree.jpg|thumb|left|Long War Tech Tree]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=59022</id>
		<title>Second Wave (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=59022"/>
		<updated>2014-08-19T19:49:05Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: Didn&amp;#039;t notice that hidden potential was re-instated instead of World Diversity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War, all Second Wave options are available from the start.&lt;br /&gt;
&lt;br /&gt;
* Damage Roulette: Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting.&lt;br /&gt;
* New Economy: Same as in Long War EU.&lt;br /&gt;
* Strict Screening: Replacement for Not Created Equally. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
* Hidden Potential: Soldier stats at level-up are randomized.&lt;br /&gt;
* Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized).&lt;br /&gt;
* Save Scum: Unchanged from Vanilla EW&lt;br /&gt;
* Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have &amp;quot;infinite&amp;quot; will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health&lt;br /&gt;
* Absolutely Critical: Unchanged from Vanilla EW&lt;br /&gt;
* Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.&lt;br /&gt;
* Not-so-Long War: Replaces Marathon. Generates fewer missions per month and reduces requirements for various things to compensate.&lt;br /&gt;
* Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.&lt;br /&gt;
* Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all cases.&lt;br /&gt;
* Diminishing Returns: Unchanged from Vanilla EW&lt;br /&gt;
* More Than Human: Chance to successful training a psionic power is reduced. Failing to train still does not prevent further attempts.&lt;br /&gt;
* Itchy Trigger Tentacle: Unchanged from Vanilla EW&lt;br /&gt;
* War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale&lt;br /&gt;
* E-299: Renamed to be more consistent with chemical notation. Rate of Elerium decay reduced to match Long War timescale.&lt;br /&gt;
* Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.&lt;br /&gt;
* Alternate Sources: Increased power requirement. Values adjusted for Long War.&lt;br /&gt;
* Aiming Angles: Unchanged from Vanilla EW&lt;br /&gt;
* Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Maladictus</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=59020</id>
		<title>Second Wave (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=59020"/>
		<updated>2014-08-19T19:38:02Z</updated>

		<summary type="html">&lt;p&gt;Maladictus: World Diversity option in second wave has been removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War, all Second Wave options are available from the start.&lt;br /&gt;
&lt;br /&gt;
* Damage Roulette: Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting.&lt;br /&gt;
* New Economy: Same as in Long War EU.&lt;br /&gt;
* Strict Screening: Replacement for Not Created Equally. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
* World Diversity: (Removed as of Beta 13) Replacement for Hidden Potential. By default soldier stats on Level Up are not randomized, but if this option is selected they will be. It will also allow for unbalanced starting solder stats (some soldiers will have more &amp;quot;points&amp;quot; at creation). If both Strict Screening and World Diversity are selected they &amp;quot;cancel&amp;quot; in terms of starting soldier stats.&lt;br /&gt;
* Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized).&lt;br /&gt;
* Save Scum: Unchanged from Vanilla EW&lt;br /&gt;
* Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have &amp;quot;infinite&amp;quot; will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health&lt;br /&gt;
* Absolutely Critical: Unchanged from Vanilla EW&lt;br /&gt;
* Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.&lt;br /&gt;
* Not-so-Long War: Replaces Marathon. Generates fewer missions per month and reduces requirements for various things to compensate.&lt;br /&gt;
* Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.&lt;br /&gt;
* Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all cases.&lt;br /&gt;
* Diminishing Returns: Unchanged from Vanilla EW&lt;br /&gt;
* More Than Human: Chance to successful training a psionic power is reduced. Failing to train still does not prevent further attempts.&lt;br /&gt;
* Itchy Trigger Tentacle: Unchanged from Vanilla EW&lt;br /&gt;
* War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale&lt;br /&gt;
* E-299: Renamed to be more consistent with chemical notation. Rate of Elerium decay reduced to match Long War timescale.&lt;br /&gt;
* Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.&lt;br /&gt;
* Alternate Sources: Increased power requirement. Values adjusted for Long War.&lt;br /&gt;
* Aiming Angles: Unchanged from Vanilla EW&lt;br /&gt;
* Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Maladictus</name></author>
	</entry>
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