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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Moneybucks</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T09:08:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=118322</id>
		<title>Gene Mods (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gene_Mods_(LWR)&amp;diff=118322"/>
		<updated>2024-01-31T21:20:34Z</updated>

		<summary type="html">&lt;p&gt;Moneybucks: /* Limitations and Requirements */  Dual Heart won&amp;#039;t save a soldier below 0HP; they can still be killed outright.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Gene Mods==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1600px;&amp;quot;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;4%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Slot&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; rowspan=&amp;quot;2&amp;quot;| Prerequisite &lt;br /&gt;
! width=&amp;quot;64%&amp;quot; rowspan=&amp;quot;2&amp;quot; | Description&lt;br /&gt;
! width=&amp;quot;8%&amp;quot;  colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding: 3px;&amp;quot; | Cost  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=&amp;quot;3%&amp;quot; | {{Credits Icon}} || {{Meld Icon}} || {{Time Icon}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Neural Damping (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural_Damping_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §70&lt;br /&gt;
| 28&lt;br /&gt;
| 14  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Smart Macrophages (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Neural Feedback (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Brain &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Berserker Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants complete immunity to corrosion and shredding.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §80&lt;br /&gt;
| 32&lt;br /&gt;
| 16 &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Predictive Tracking (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Depth_Perception_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §30&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Advanced Perception (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Eyes &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Xenogenetics &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §20&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Adrenal Neurosympathy (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §45&lt;br /&gt;
| 18&lt;br /&gt;
| 8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Dual Heart (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Secondary_Heart_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Chest &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Interrogation&lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and decreases rocket scatter by 20%.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §35&lt;br /&gt;
| 14&lt;br /&gt;
| 7&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Enhanced Metabolism (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Bioelectric_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §50&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Iron Skin (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Mimetic_Skin_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Skin &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Muton Elite Interrogation &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +15 Base DR and +30 crit resistance.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; | §60&lt;br /&gt;
| 24&lt;br /&gt;
| 12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Muscle Amp (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy  &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §25&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;vertical-align: middle;&amp;quot;&amp;gt;{{ Regenesis (LWR) |align=center }}&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;position:relative; top: 4px; left: 4px;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]&amp;lt;/div&amp;gt; Legs &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 20px;&amp;quot; | Chryssalid Autopsy &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 10px 15px;&amp;quot; | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).&lt;br /&gt;
| style=&amp;quot;text-align: right; padding-right: 8px;&amp;quot; |  §15&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations and Requirements ==&lt;br /&gt;
&lt;br /&gt;
In order to receive genetic modifications a soldier must be of rank LCPL or higher.&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.&lt;br /&gt;
&lt;br /&gt;
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Bundling ==&lt;br /&gt;
&lt;br /&gt;
Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.&lt;br /&gt;
&lt;br /&gt;
== Gene Mod Interactions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dual Heart&#039;&#039; does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. &lt;br /&gt;
* It is also possible to &amp;quot;switch&amp;quot; between any of two GeneMod types within each slot categories for a cost.&lt;br /&gt;
* Gene modded troopers lose their gene modded benefits when becoming a MEC.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (LWR) Navbar}}&lt;br /&gt;
[[Category:Soldiers (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Moneybucks</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=118251</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=118251"/>
		<updated>2024-01-20T18:21:33Z</updated>

		<summary type="html">&lt;p&gt;Moneybucks: /* Officer Promotions */  Super soldiers second wave permits promotion of Psions to officers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
This facility houses your soldiers.&lt;br /&gt;
&lt;br /&gt;
== Soldier List == &lt;br /&gt;
&lt;br /&gt;
Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them.&lt;br /&gt;
&lt;br /&gt;
==Officer Training School ==&lt;br /&gt;
Upgrades are unlocked based on the total number of successful missions during the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px 12px;&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Required Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Successful Missions&amp;lt;/b&amp;gt;&amp;lt;BR&amp;gt;(Modified by Campaign Length) || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes the XTP: Soldiers autopromote to SPEC and gain 5xp each day&lt;br /&gt;
| - || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP II: Soldiers autopromote to LCPL and gain 10xp each day&lt;br /&gt;
| XTP I || 30 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP III || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP III: Soldiers autopromote to SGT and gain 20xp each day&lt;br /&gt;
| XTP II || 70 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 20 || 150&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 40 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant and Captain, and allows the promotion of 1 Captain to Major.&lt;br /&gt;
| Captains || 50 || 450&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain and Major, and allows the promotion of 1 Major to Colonel.&lt;br /&gt;
| Majors || 60 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 80 || 750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Note&#039;&#039;&#039;: XCOM Training Programmes (XTPs) grant their xp and promotions at midnight each day and &#039;&#039;only apply to active or fatigued soldiers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Psi Labs ==&lt;br /&gt;
&lt;br /&gt;
Test up to 2 soldiers to discover their psionic ability. For more information click here: [[Psionic_(LWR)#Training|Psionic Training]]&lt;br /&gt;
&lt;br /&gt;
== The Memorial ==&lt;br /&gt;
&lt;br /&gt;
Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
&lt;br /&gt;
== Recruit Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Each new soldier costs §180 and takes 11 days to arrive. &lt;br /&gt;
&lt;br /&gt;
Every month that passes increases the cost by §10.&lt;br /&gt;
&lt;br /&gt;
Every dead soldier or aircraft pilot reduces the cost by §5.&lt;br /&gt;
&lt;br /&gt;
The minimum cost is §90.&lt;br /&gt;
&lt;br /&gt;
Note: Soldiers have a monthly salaries. For more information click here: &#039;&#039;&#039;[[Management_(LWR)#Salaries|Salaries]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
&lt;br /&gt;
Here you can choose which of your [[Soldiers (LWR)|Soldiers]] should become an [[Officers (LWR)|Officer]] and to what rank they should be promoted. You can only assign titles that have already been purchased at the [[Officer Training School (LWR)|Officer Training School]].&lt;br /&gt;
&lt;br /&gt;
Each [[Officers (LWR)|Officer]] must have completed at least 2 missions (modified by campaign length) since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (LWR)|Psionic Soldiers]], [[MEC Trooper (LWR)|MEC Troopers]] and [[S.H.I.V. (LWR)|S.H.I.V.s]] cannot be promoted to officers and officers cannot discover or develop psionic abilities or be augmented into MEC troopers. The only exception is where the &#039;Super Soliders&#039; second wave option is used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier Ranks Required for Promotion&lt;br /&gt;
|-&lt;br /&gt;
! Solder Rank !! Officer Rank Available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Facilities (LWR)]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Moneybucks</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=118250</id>
		<title>Barracks (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Barracks_(LWR)&amp;diff=118250"/>
		<updated>2024-01-20T18:20:11Z</updated>

		<summary type="html">&lt;p&gt;Moneybucks: /* Soldier List */ Soldiers DO require salary in LWR.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
This facility houses your soldiers.&lt;br /&gt;
&lt;br /&gt;
== Soldier List == &lt;br /&gt;
&lt;br /&gt;
Here you can see the statistics and current status of your ground forces, and you can also customize them, change their equipment, promote them or fire them.&lt;br /&gt;
&lt;br /&gt;
==Officer Training School ==&lt;br /&gt;
Upgrades are unlocked based on the total number of successful missions during the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding:5px 12px;&amp;quot; | XTP and Officer training programs (LWR)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Upgrade !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| &amp;lt;b&amp;gt;Required Upgrade&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Successful Missions&amp;lt;/b&amp;gt;&amp;lt;BR&amp;gt;(Modified by Campaign Length) || {{Credits Icon}}&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP I || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes the XTP: Soldiers autopromote to SPEC and gain 5xp each day&lt;br /&gt;
| - || 10 || 200&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP II || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP II: Soldiers autopromote to LCPL and gain 10xp each day&lt;br /&gt;
| XTP I || 30 || 400&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| XTP III || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Institutes XTP III: Soldiers autopromote to SGT and gain 20xp each day&lt;br /&gt;
| XTP II || 70 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lieutenants || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 [[Soldiers (LWR)|Soldiers]] to Lieutenants.&lt;br /&gt;
| - || 20 || 150&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Captains || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 2 additional Lieutenants, and allows the promotion of 2 Lieutenants to Captains.&lt;br /&gt;
| Tactical Officers || 40 || 300&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Majors || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant and Captain, and allows the promotion of 1 Captain to Major.&lt;br /&gt;
| Captains || 50 || 450&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Colonels || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain and Major, and allows the promotion of 1 Major to Colonel.&lt;br /&gt;
| Majors || 60 || 600&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Field Commander || style=&amp;quot;text-align:left; padding:0 15px;&amp;quot; | Allows the promotion of 1 additional Lieutenant, Captain, Major and Colonel, and allows the promotion of 1 Colonel to Field Commander.&lt;br /&gt;
| Colonels || 80 || 750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Note&#039;&#039;&#039;: XCOM Training Programmes (XTPs) grant their xp and promotions at midnight each day and &#039;&#039;only apply to active or fatigued soldiers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Psi Labs ==&lt;br /&gt;
&lt;br /&gt;
Test up to 2 soldiers to discover their psionic ability. For more information click here: [[Psionic_(LWR)#Training|Psionic Training]]&lt;br /&gt;
&lt;br /&gt;
== The Memorial ==&lt;br /&gt;
&lt;br /&gt;
Here you can see information about the soldiers who died in combat, as well as the cause of their death.&lt;br /&gt;
&lt;br /&gt;
== Recruit Soldiers ==&lt;br /&gt;
&lt;br /&gt;
Each new soldier costs §180 and takes 11 days to arrive. &lt;br /&gt;
&lt;br /&gt;
Every month that passes increases the cost by §10.&lt;br /&gt;
&lt;br /&gt;
Every dead soldier or aircraft pilot reduces the cost by §5.&lt;br /&gt;
&lt;br /&gt;
The minimum cost is §90.&lt;br /&gt;
&lt;br /&gt;
Note: Soldiers have a monthly salaries. For more information click here: &#039;&#039;&#039;[[Management_(LWR)#Salaries|Salaries]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Officer Promotions==&lt;br /&gt;
&lt;br /&gt;
Here you can choose which of your [[Soldiers (LWR)|Soldiers]] should become an [[Officers (LWR)|Officer]] and to what rank they should be promoted. You can only assign titles that have already been purchased at the [[Officer Training School (LWR)|Officer Training School]].&lt;br /&gt;
&lt;br /&gt;
Each [[Officers (LWR)|Officer]] must have completed at least 2 missions (modified by campaign length) since the last promotion.&lt;br /&gt;
&lt;br /&gt;
[[Psionic (LWR)|Psionic Soldiers]], [[MEC Trooper (LWR)|MEC Troopers]] and [[S.H.I.V. (LWR)|S.H.I.V.s]] cannot be promoted to officers and officers cannot discover or develop psionic abilities or be augmented into MEC troopers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Soldier Ranks Required for Promotion&lt;br /&gt;
|-&lt;br /&gt;
! Solder Rank !! Officer Rank Available&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Private || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Specialist || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Lance Corporal || None&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Corporal || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Sergeant || Captain&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Tech Sergeant || Major&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Gunnery Sergeant || Colonel&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| Master Sergeant || Field Commander&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Officers (LWR)|Officers]]&lt;br /&gt;
{{ Facilities (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Facilities (LWR)]]&lt;br /&gt;
[[Category: Soldiers (LWR)]]&lt;/div&gt;</summary>
		<author><name>Moneybucks</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=118249</id>
		<title>Alien Artifacts (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Artifacts_(LWR)&amp;diff=118249"/>
		<updated>2024-01-20T18:18:42Z</updated>

		<summary type="html">&lt;p&gt;Moneybucks: /* Muton Corpses */  Alien grenades requires muton corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== In General ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;Alien Artifact&#039;&#039;&#039; is anything that your soldiers acquire from tactical missions.&lt;br /&gt;
&lt;br /&gt;
Most artifacts can be sold on the Gray Market. It is often a difficult choice for the player who will have to consider the benefits of selling these resources for quick cash versus the possibility of their multitude of uses.&lt;br /&gt;
&lt;br /&gt;
== Artifact Usage ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Computers===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Computers (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; UFO Scanners (1), UFO Countermeasures (4), Improved Avionics (6), Stealth Satellites (2), Penetrator Weapons (4), UFO Tracking (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Battle Computer (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Blaster Launcher (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (4)&lt;br /&gt;
&lt;br /&gt;
===UFO Power Sources===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenopsionics (4), Alien Power Systems (3), Alien Propulsion (3)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Elerium Afterburners (4), Phoenix Coilguns (6), Beam Strengthening (6), Supercapacitors (8)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Each and Every Plasma Weapon (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  MEC-1 (4), MEC-2 (6), MEC-2 (8)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Firestorm :&#039;&#039;&#039; Firestorm (2)&lt;br /&gt;
&lt;br /&gt;
===Sectoid Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Xenobiology (2), Sectoid Autopsy (1), Xenoneurology (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Tactical Rigging (10), Psi Warfare Systems (6), Alien Nucleonics (24)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (1), Mimic Beacon (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039; Aurora Armor (1)&lt;br /&gt;
&lt;br /&gt;
===Drone Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Drone Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (6), SHIV Advancements II (2), Elerium Batteries (16), Advanced Flight (4), Alien Metallurgy (10) &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Tracking Booster (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Man Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Thin Man Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Improved Medikit (20), New Combat Systems (4), Improved Salvage (10)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Acid Grenade (7)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Floater Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Floater Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Shaped Armor (14), Armored Fighters (16)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Aim Booster (6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Muton Corpses===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Muton Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Ammo Conservation (16), Quenchguns (9), Alien Grenades (20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Seeker Wrecks===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Seeker Autopsy (1)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; MEC Warfare Systems (2), UFO Countermeasures (4), Aircraft Boosters (8), Rail Pistols (6)&lt;br /&gt;
 &lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Shadow Device (8)&lt;br /&gt;
&lt;br /&gt;
===Alien Surgery===&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Advanced Surgery (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alien Stasis Tank===&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; Advanced Surgery (4)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Meld===&lt;br /&gt;
:&#039;&#039;&#039;Research:&#039;&#039;&#039; Alien Materials (4), Xenogenetics (10), Xenopsionics (5), Alien Biocybernetics (20), MEC Mark 2 (10), MEC Mark 3: Heavy (5), MEC Mark 3: Light (5), Mind and Machine (2)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Foundry Projects:&#039;&#039;&#039; SHIV Advancement I (50), SHIV Advancement II (80), Tactical Rigging (30), Alien Grenades (30), Mechanized Defenses (10), Shaped Armor (40), Improved Medikit (50), Armored Fighters (25), Aircraft Boosters (10), Psi Warfare Systems (40), Beam Strengthening (15), Quench Guns (10), Jellied Elerium (20), Super Capacitators (30), Ammo Conservation (20), Advanced Repair (40), Improved Salvage (50), Alien Metallurgy (50), Alien Nucleonics (50)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Equipment:&#039;&#039;&#039; Psi Grenade (10), Neural Gunlink (45), Conduit (24), Psi Frayer (10), Psi Retaliator (15), Alloy Carbide Plating (20), Shielding Module (80), Incinerator Module (10), Thumper (2), Regenerative Plating (10), Walker Servos (10), Extrasensory Vest (30), Respirator Implant (20), Combat Stims (4), Elerium Emitter (40), Mimic Beacon (25), Plasma Stellerator (10), Battle Computer (30)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Plasma Pistol, SMG (15) Plasma Rifle, Carbine, Autopistol (30), Plasma Battle Rifle, Reflex Cannon, Novagun, Dragon, Strike Rifle, Sniper Rifle (45), Pulse Particle Cannon, Plasma Autocannon, Blaster Launcher (60), Flamethrower (5), Restorative Mist (10), Kinetic Strike Module (5), Grenade Launcher (10), MiNE (5), Electro Pulse (15)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039;  Titan Armor (8), Shadow Armor (40), MEC-1 (10), MEC-2 (60), MEC-3 (90)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{Aliens (LWR) Navbar}}&lt;br /&gt;
[[Category: Aliens (LWR)]]&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Moneybucks</name></author>
	</entry>
</feed>