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	<updated>2026-05-03T10:32:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Psi_Amps_(LWOTC)&amp;diff=118351</id>
		<title>Template:Psi Amps (LWOTC)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Psi_Amps_(LWOTC)&amp;diff=118351"/>
		<updated>2024-02-06T20:53:06Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Name!!rowspan=&amp;quot;2&amp;quot;|[[File:LW2 Psi.png|x32px|Psi Offense Bonus]]&amp;lt;br /&amp;gt;Psi Offense Bonus !!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk soulfire.png|x32px|Soulfire Damage]]&amp;lt;br /&amp;gt;Soulfire Damage!!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk voidrift.png|x32px|Void Rift Damage]]&amp;lt;br /&amp;gt;Void Rift Damage!!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk nulllance.png|x32px|Null Lance Damage]]&amp;lt;br /&amp;gt;Null Lance Damage!!rowspan=&amp;quot;2&amp;quot;| [[File:LW_AbilityMindmerge.png|x32px|Mind Merge Additional Bonuses]]&amp;lt;br /&amp;gt;Mind Merge Additional Bonuses!!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk_archon_blast.png|Soulstorm Damage]]&amp;lt;br /&amp;gt;Soulstorm Damage!!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk_soulsteal.png|Soulsteal Ablative Gain]]&amp;lt;br /&amp;gt;Soulsteal Ablative Gain!!rowspan=&amp;quot;2&amp;quot;| [[File:UIPerk_aethershift.png|Null Ward Ablative Gain]]&amp;lt;br /&amp;gt;Null Ward Ablative Gain&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;| [[File:XCOM2 Icon science.png|x32px|Tech Prerequisites]]&amp;lt;br&amp;gt;Prerequisites !! colspan=&amp;quot;5&amp;quot;|Cost !!rowspan=&amp;quot;2&amp;quot;|[[File:XCOM2 UIEvent blackmarket.png|x32px|Black Market Sell Value]]&amp;lt;br /&amp;gt;Black Market Value&lt;br /&gt;
|-&lt;br /&gt;
! [[File:XCOM2 Inv Supplies.png|x32px|Supplies]]&amp;lt;br /&amp;gt;Supplies !! [[File:XCOM2 Inv Alien Alloy.png|x32px|Alien Alloys]]&amp;lt;br /&amp;gt;Alloys !! [[File:XCOM2 Inv Elerium Crystals.png|x32px|Elerium Crystals]]&amp;lt;br /&amp;gt;Elerium Crystals !! [[File:XCOM2 Inv Elerium Core.png|x32px|Elerium Cores]]&amp;lt;br /&amp;gt;Elerium Cores!! [[File:XCOM2 UIEvent alien skull.png|x32px|Corpses]]&amp;lt;br /&amp;gt;Corpses&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 psiamp.png|x64px|link=Weapons_(LWOTC)#Psi Amps|Psi Amp]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Psi Amp&#039;&#039;&#039;&lt;br /&gt;
| +0 || 4-6 || 2-5 + Inflict 1 Rupture || 6-9 || - || 5-10 || 3 || 3 &lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| XCOM starts with an unlimited supply&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 MagPsiAmp.png|x64px|link=Weapons_(LWOTC)#Psi Amps|Advanced Psi Amp]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Advanced Psi Amp&#039;&#039;&#039;&lt;br /&gt;
| +10 || 6-9 || 4-7 + Inflict 1 Rupture || 8-12 || +5 Will&amp;lt;br&amp;gt;+5 Crit Chance&amp;lt;br /&amp;gt; +1 Ablative HP|| 7-13 || 4 || 4 &lt;br /&gt;
| Psionics&amp;lt;br /&amp;gt;Elerium || 40 || 2 || 5 || 1 || 1x [[ADVENT Priest (LWOTC)|Advent Priest Corpse]]||5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:XCOM2 BeamPsiAmp.png|x64px|link=Weapons_(LWOTC)#Psi Amps|Alien Psi Amp]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Alien Psi Amp&#039;&#039;&#039;&lt;br /&gt;
| +20 || 9-11 || 7-9 + Inflict 2 Rupture || 10-15 || +10 Will&amp;lt;br&amp;gt;+10 Crit Chance&amp;lt;br /&amp;gt; +2 Ablative HP|| 9-16 || 6 || 6 &lt;br /&gt;
| Psionics&amp;lt;br /&amp;gt;Gatekeeper Autopsy || 100 || 2 || 10 || 1 || 1x [[Gatekeeper (LW2)|Gatekeeper Shell]]||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates (LWOTC)]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Damage_(LWR)&amp;diff=115834</id>
		<title>Damage (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Damage_(LWR)&amp;diff=115834"/>
		<updated>2023-09-26T18:28:58Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Environmental Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
== Damage Calculation == &lt;br /&gt;
&lt;br /&gt;
=== Complete Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Taken&#039;&#039;&#039; = ([((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;) &amp;lt;-- Randomization ) * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;] * (1 - &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be broken down into 5 categories: &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;1) Weapon Damage&#039;&#039;&#039; = Weapon Damage&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;2) Barrel Damage&#039;&#039;&#039; = Weapon Damage + Barrel Modifiers&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;3) Travel Damage&#039;&#039;&#039; = Barrel Damage is Randomized (and for explosives fall off is then calculated)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;4) Damage Dealt&#039;&#039;&#039; = Travel Damage * Target Modifiers (include crit)&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;5) Damage Taken/Received &#039;&#039;&#039; = Damage Dealt * (1 - DR/100) + Penetration&lt;br /&gt;
&lt;br /&gt;
Each category represents a section of the damage calculation (as explained below).&lt;br /&gt;
&lt;br /&gt;
=== Weapon Damage ===&lt;br /&gt;
&lt;br /&gt;
This is simply the listed damage of each weapon (for XCOM) or base damage (for aliens). Alien weapon damage increases with alien level and leader upgrades. Weapon Damage can be viewed in-game by pressing F1.&lt;br /&gt;
&lt;br /&gt;
=== Barrel Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; = ((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damage from the barrel is: &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039; (e.g. ranger, alloy-jacketed rounds, burst etc.). It is truncated after calculation. Some &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039; give straight damage (e.g. +1 damage) and others give damage based on the weapon damage (e.g. +50% weapon damage). These are all summed together. For example, a sniper with ranger (+1 damage), mayhem (+50% weapon damage), and a sniper rifle (6 weapon damage) would have a barrel damage of 6 + 1 + 3 = 10.&lt;br /&gt;
&lt;br /&gt;
Almost anything that modifies &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; (e.g. +50% weapon damage) is added as a &#039;&#039;&#039;Barrel Modifier&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Damage&#039;&#039;&#039; flat bonuses (e.g. +1 crit damage) are added as barrel damage, but only if the shot is a critical hit.&lt;br /&gt;
&lt;br /&gt;
=== Travel Damage ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Travel Damage&#039;&#039;&#039; = &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; is Randomized&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travel Damage is basically the Barrel Damage that is modified by Randomization.&lt;br /&gt;
&lt;br /&gt;
After it leaves the barrel and is travelling towards the target, the damage is &#039;&#039;&#039;Randomized&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For all damage 1-9, the damage is randomized from -1 to +1, with an even chance of being -1, 0, or +1.&lt;br /&gt;
&lt;br /&gt;
For all damage 10-19, the damage is randomized from -2 to +2, with an even chance of being -2, -1, 0, +1, or +2.&lt;br /&gt;
&lt;br /&gt;
The same occurs for damage of 20-29, 30-39, etc.&lt;br /&gt;
&lt;br /&gt;
The minimum damage is always at least 1.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;code&amp;gt;Randomized Damage = Max(1, Damage + Rand[1 + (2 * (1 + Damage / 10))] - (1 + Damage / 10))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The randomization works in integer values so all values are constantly truncated (e.g. If x is 6 then x/10 = 0).&lt;br /&gt;
&lt;br /&gt;
Randomization can occur twice or not at all if certain second wave options are enabled.&lt;br /&gt;
&lt;br /&gt;
==== Critical Hit Randomization ====&lt;br /&gt;
 &lt;br /&gt;
If this is a critical hit (from an explosive or a shot), any damage that would be randomized lower than the &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039; is instead set to the &#039;&#039;&#039;Barrel Damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Damage Dealt (AKA Damage Received) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = &#039;&#039;&#039;Travel Damage&#039;&#039;&#039; * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once it reaches the targets, &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; are applied. The first target modifier applied is critical damage. If the shot or explosive rolled a critical hit, the damage is increased by 50%. Other target modifiers also applied include: Shred,  VPT, CST, Graze, Distortion. After each calculation the damage is truncated to an integer.&lt;br /&gt;
&lt;br /&gt;
This can also be termed &#039;&#039;&#039;Damage Received&#039;&#039;&#039; (as opposed to Damage Dealt) if being considered from the target&#039;s point of view.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; cannot be lower than 1.&lt;br /&gt;
&lt;br /&gt;
=== Damage Taken ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Taken&#039;&#039;&#039; = &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; * (1 - &#039;&#039;&#039;DR/100&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Resistance (DR)&#039;&#039;&#039; is applied first, then &#039;&#039;&#039;Penetration&#039;&#039;&#039;. The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; is truncated only after all &#039;&#039;&#039;DR&#039;&#039;&#039; has been removed from the &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039;. &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; cannot be reduced below 1 by Damage Resistance.&lt;br /&gt;
&lt;br /&gt;
Every 10 &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; against targets increases penetration by 1.  So if the damage taken is 30 damage, an additional 3 penetration will be added to any other forms of penetration. &lt;br /&gt;
&lt;br /&gt;
After all penetration is calculated, it is reduced by any penetration resistance.&lt;br /&gt;
&lt;br /&gt;
To calculate total %DR:&lt;br /&gt;
&lt;br /&gt;
 Total %DR = 1 - [(1 - DR) * (1 - DR) * (1 - DR) * (1 - DR) * etc. etc.]&lt;br /&gt;
&lt;br /&gt;
Example of 30% DR and 50% DR and 20% DR:&lt;br /&gt;
&lt;br /&gt;
 Total %DR = 1 - [(1 - 0.3) * (1 - 0.5) * (1 - 0.2)] = 0.72 = 72% DR&lt;br /&gt;
&lt;br /&gt;
Or you can just apply the DRs to damage sequentially.&lt;br /&gt;
&lt;br /&gt;
 Example: 100 damage shot against someone with 30% DR, 50% DR and 20% DR:&lt;br /&gt;
&lt;br /&gt;
 100 damage with 30% reduced = 70 damage&lt;br /&gt;
 70 damage with 50% reduced = 35 damage&lt;br /&gt;
 35 damage with 20% reduced = 28 damage (overall 72% DR)&lt;br /&gt;
&lt;br /&gt;
== Exceptions ==&lt;br /&gt;
&lt;br /&gt;
=== Mins and Maxes ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; cannot be reduced below 1 by &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; can never go higher than the &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, someone with a high amount of penetration could calculate final &#039;&#039;&#039;Damage Taken&#039;&#039;&#039; numbers higher than &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039;, but this would be capped at the initial &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Randomization&#039;&#039;&#039; will never set the damage below 1.&lt;br /&gt;
&lt;br /&gt;
=== Truncation ===&lt;br /&gt;
&lt;br /&gt;
All damage is stored in an integer form, thus it is always being truncated during each step. This means 5.6 becomes 5, 9.1 becomes 9, and 9.9 becomes 9. &lt;br /&gt;
&lt;br /&gt;
The exception to this is that &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039; is not truncated and is removed from damage after calculation. &lt;br /&gt;
&lt;br /&gt;
So &#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; is truncated only after all &#039;&#039;&#039;DR&#039;&#039;&#039; is removed. &lt;br /&gt;
&lt;br /&gt;
This is important, because having &#039;&#039;&#039;DR&#039;&#039;&#039; NOT truncated until it&#039;s removed from the Damage Dealt means that you can have small amounts of DR (i.e. 2% DR) be effective.&lt;br /&gt;
&lt;br /&gt;
=== Explosive Damage ===&lt;br /&gt;
&lt;br /&gt;
Each unit damaged by explosive damage has the &#039;&#039;&#039;Travel Damage&#039;&#039;&#039; reduced based on distance from the center after it is randomized. Damage falls as [half of the distance:radius ratio + 0.5], down to [50% + 0.5] at the periphery. The exception to this is that damage within 1 tile of the center has no fall-off.&lt;br /&gt;
&lt;br /&gt;
Note: The 0.5 damage is added on explosive fall-off to accommodate for truncation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Explosive Travel Damage = 0.50 + Travel Damage * (1.0 - FMin[0.50, 0.50 * Distance_to_Target/Radius_of_Explosive])&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Damage Types === &lt;br /&gt;
&lt;br /&gt;
Both &#039;&#039;&#039;Psi Damage&#039;&#039;&#039; and &#039;&#039;&#039;Neutrino Damage&#039;&#039;&#039; have their own methods of determine damage and are not affected by &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; or &#039;&#039;&#039;Damage Resistance&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Example Calculations ==&lt;br /&gt;
&lt;br /&gt;
=== Mental In-Game Calculation ===&lt;br /&gt;
&lt;br /&gt;
A soldier with a 3 damage assault carbine and ranger (+1 damage) fires at a drone who has 42% DR.  &lt;br /&gt;
&lt;br /&gt;
You&#039;d expect it to do 4 damage (range 3-5), minus 42% DR down to 2 damage.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Calculation ===&lt;br /&gt;
&lt;br /&gt;
A soldier with an &#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; and the &#039;&#039;&#039;Ranger&#039;&#039;&#039; perk fires at a &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; has 4 &#039;&#039;&#039;Weapon Damage&#039;&#039;&#039;, receives +1 damage as a &#039;&#039;&#039;Barrel Modifier&#039;&#039;&#039; from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, and has no innate &#039;&#039;&#039;Penetration&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Drone&#039;&#039;&#039; is &#039;&#039;&#039;Hardened&#039;&#039;&#039; (35 &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) and has 10 &#039;&#039;&#039;base DR&#039;&#039;&#039; for a total of 42% DR.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Drone&#039;&#039;&#039; is not &#039;&#039;&#039;Shredded&#039;&#039;&#039; and does not have &#039;&#039;&#039;Distortion&#039;&#039;&#039;. The soldier does not have &#039;&#039;&#039;VPT&#039;&#039;&#039; or &#039;&#039;&#039;CST&#039;&#039;&#039;, and &#039;&#039;&#039;Fragmentation&#039;&#039;&#039; does not apply to rifles, so there are no &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039; to the damage.&lt;br /&gt;
&lt;br /&gt;
The shot does not &#039;Crit&#039; so &#039;&#039;&#039;Crit Dmg&#039;&#039;&#039; is 1.0 and the Randomization does not change the value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = ([((&#039;&#039;&#039;Weapon Damage&#039;&#039;&#039; + &#039;&#039;&#039;Barrel Modifiers&#039;&#039;&#039;) &amp;lt;-- Randomization ) * &#039;&#039;&#039;Target Modifiers&#039;&#039;&#039;] * (1 - &#039;&#039;&#039;Percent DR&#039;&#039;&#039;) + &#039;&#039;&#039;Penetration&#039;&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;Damage Dealt&#039;&#039;&#039; = (((((4 + 1) * 1.0) + 0) * (1 - 0.42) + 0) = 2.3 = 2 &#039;&#039;&#039;Damage Taken&#039;&#039;&#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Environmental Damage ==&lt;br /&gt;
&lt;br /&gt;
Environmental damage is the damage done to objects and structures around the battlefield (like walls, chairs, cars, etc.).  &lt;br /&gt;
&lt;br /&gt;
Each weapon has a specific environmental damage based on its size and type:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 75%;&amp;quot; | Weapon Type&lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Environmental Damage&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Shots&#039;&#039;&#039; || 15&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Explosives&#039;&#039;&#039; || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Environmental damage is mostly unaffected by perks and abilities and just considers the weapon&#039;s specific environmental damage. However, there are 2 exceptions: Explosives do tapper their environmental damage down to 50% at their periphery (and &#039;&#039;&#039;Tandem Warheads&#039;&#039;&#039; does prevent this tapper) and &#039;&#039;&#039;Sapper&#039;&#039;&#039; increases environmental damage.&lt;br /&gt;
&lt;br /&gt;
Fire will also cause a lot of environmental damage and can spread. &#039;&#039;&#039;Be careful taking cover behind objects that are on fire!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All objects have a certain amount of HP. The less sturdy the object the less HP it will have. When an object&#039;s HP is reduced to 0 or less it will crumple.&lt;br /&gt;
&lt;br /&gt;
Most cover has between 30 and 90 HP, based on what they are made of -- stone is tougher than wood, for example. Some map elements are entirely invulnerable and non-cover objects usually have less than 30 HP. Meld Canisters have 3 HP. Vehicles take 250 before catching on fire and 500 will cause them to explode immediately. Examples of the HP of objects can be found in the pictures below. You can find the HP of an object by pressing &amp;quot;L&amp;quot; when the mouse is hovered on top of an object.&lt;br /&gt;
&lt;br /&gt;
[[File:Coverhp.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Coverhp2.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Experience_(LWR)&amp;diff=112094</id>
		<title>Experience (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Experience_(LWR)&amp;diff=112094"/>
		<updated>2022-10-13T17:15:14Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Experience per Rank */&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;
Soldiers and MECs mainly gain experience (XP) through completing missions. However, various other sources of experience are possible. &lt;br /&gt;
&lt;br /&gt;
Experience allows soldiers to promote to increased ranks which will increase the number of perks they have and their base stats.&lt;br /&gt;
&lt;br /&gt;
There is no cap to how much experience soldiers can earn on a single mission.&lt;br /&gt;
&lt;br /&gt;
Reward soldiers (from the council or from starting soldiers) start with the XP of one rank lower than their current rank.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with 5 soldiers at the LCPL rank and 5 soldiers at the SPEC rank.&lt;br /&gt;
&lt;br /&gt;
Note: SHIVs do not gain XP.&lt;br /&gt;
&lt;br /&gt;
== Sources of Experience ==&lt;br /&gt;
&lt;br /&gt;
[[File:Levelup2.png|right]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 75%;&amp;quot; | Source &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | XP&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Alien Kill || +8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Mission Complete || +140&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;Long&#039;&#039; Mission Complete || +200&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px 20px;&amp;quot; | No Dead Soldiers on a Mission || +40&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px 20px;&amp;quot; | Killing Alien Leader || +70&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px 20px;&amp;quot; | Killing Alien Champion || +210&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Cadre || +3 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | XTP I || +5 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | XTP II || +10 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | XTP III || +40 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Retired Soldiers || variable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Notes&#039;&#039;&#039;: &lt;br /&gt;
 Bonus xp to soldiers is granted at midnight each day and only apply to active or fatigued soldiers&lt;br /&gt;
 &#039;&#039;Long&#039;&#039; Missions are: Landed UFOs, Terror Missions, Alien Base Assaults, and XCOM Base Defenses&lt;br /&gt;
&lt;br /&gt;
The following other factors modify how much experience soldiers gain during a battle (but do not modify xp gained from XTPs):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1000px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; | Factor&lt;br /&gt;
! style=&amp;quot;width: 70%; padding: 10px 8px 8px 8px;&amp;quot; | XP Modification&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Campaign Progression&#039;&#039;&#039;&#039;&#039; || +10% &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039; per month passed&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039;&#039;&#039; || +10% &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039;&#039;&#039; || +50% &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:Dazed.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Show &#039;Em the Ropes&#039;&#039;&#039;&#039;&#039; || x2 &#039;&#039;&#039;&#039;&#039;mission XP&#039;&#039;&#039;&#039;&#039; to all soldiers in the squad at Sergeant rank or lower&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:IC_StarHire.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039;&#039;&#039; || +10% &#039;&#039;&#039;&#039;&#039;mission XP&#039;&#039;&#039;&#039;&#039; to all soldiers in the squad at Sergeant rank or higher&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;1st SHIV (Alive after Mission)&#039;&#039;&#039;&#039;&#039; || Shares its &#039;&#039;&#039;&#039;&#039;mission XP&#039;&#039;&#039;&#039;&#039; evenly to its squad mates&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Campaign Length&#039;&#039;&#039;&#039;&#039; || x2/x1/x0.5/x0.25 &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experience per Rank ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 350px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 66%;&amp;quot; | Rank &lt;br /&gt;
! style=&amp;quot;width: 34%; padding: 10px 8px 8px 8px;&amp;quot; | XP Required&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:RANK SQUADDIE.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Specialist&#039;&#039;&#039;&#039;&#039; || 200&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&#039;&#039; || 500&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&#039;&#039; || 1000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&#039;&#039; || 2000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&#039;&#039; || 4000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&#039;&#039; || 7000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&#039;&#039; || 12000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of Psi Experience ==&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics is researched, soldiers will begin accruing &#039;&#039;&#039;100 Psi XP&#039;&#039;&#039; after each mission (modified by Campaign Length). &lt;br /&gt;
&lt;br /&gt;
This can be doubled if the soldier is wearing a &#039;&#039;&#039;Neuroregulator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
== Psi Experience per Rank ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 260px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 66%;&amp;quot; | Rank &lt;br /&gt;
! style=&amp;quot;width: 34%; padding: 10px 8px 8px 8px;&amp;quot; | Psi XP Required&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&#039;&#039; || 200&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Adept&#039;&#039;&#039;&#039;&#039; || 400&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Empath&#039;&#039;&#039;&#039;&#039; || 600&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Psion&#039;&#039;&#039;&#039;&#039; || 800&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Master&#039;&#039;&#039;&#039;&#039; || 1000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Experience_(LWR)&amp;diff=112017</id>
		<title>Experience (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Experience_(LWR)&amp;diff=112017"/>
		<updated>2022-10-11T17:40:29Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Sources of Experience */&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;
Soldiers and MECs mainly gain experience (XP) through completing missions. However, various other sources of experience are possible. &lt;br /&gt;
&lt;br /&gt;
Experience allows soldiers to promote to increased ranks which will increase the number of perks they have and their base stats.&lt;br /&gt;
&lt;br /&gt;
There is no cap to how much experience soldiers can earn on a single mission.&lt;br /&gt;
&lt;br /&gt;
Reward soldiers (from the council or from starting soldiers) start with the XP of one rank lower than their current rank.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with 5 soldiers at the LCPL rank and 5 soldiers at the SPEC rank.&lt;br /&gt;
&lt;br /&gt;
Note: SHIVs do not gain XP.&lt;br /&gt;
&lt;br /&gt;
== Sources of Experience ==&lt;br /&gt;
&lt;br /&gt;
[[File:Levelup2.png|right]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 75%;&amp;quot; | Source &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | XP&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Alien Kill || +8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Mission Complete || +140&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;Long&#039;&#039; Mission Complete || +200&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px 20px;&amp;quot; | No Dead Soldiers on a Mission || +40&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px 20px;&amp;quot; | Killing Alien Leader || +70&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px 20px;&amp;quot; | Killing Alien Champion || +210&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Cadre || +3 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | XTP I || +5 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | XTP II || +10 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | XTP III || +40 / day&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | Retired Soldiers || variable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Notes&#039;&#039;&#039;: &lt;br /&gt;
 Bonus xp to soldiers is granted at midnight each day and only apply to active or fatigued soldiers&lt;br /&gt;
 &#039;&#039;Long&#039;&#039; Missions are: Landed UFOs, Terror Missions, Alien Base Assaults, and XCOM Base Defenses&lt;br /&gt;
&lt;br /&gt;
The following other factors modify how much experience soldiers gain during a battle (but do not modify xp gained from XTPs):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 1000px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 30%;&amp;quot; | Factor&lt;br /&gt;
! style=&amp;quot;width: 70%; padding: 10px 8px 8px 8px;&amp;quot; | XP Modification&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Campaign Progression&#039;&#039;&#039;&#039;&#039; || +10% &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039; per month passed&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Alien Trophy&#039;&#039;&#039;&#039;&#039; || +10% &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cognitive Enhancer&#039;&#039;&#039;&#039;&#039; || +50% &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:Dazed.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Show &#039;Em the Ropes&#039;&#039;&#039;&#039;&#039; || x2 &#039;&#039;&#039;&#039;&#039;mission XP&#039;&#039;&#039;&#039;&#039; to all soldiers in the squad at Sergeant rank or lower&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:IC_StarHire.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Tricks of the Trade&#039;&#039;&#039;&#039;&#039; || +10% &#039;&#039;&#039;&#039;&#039;mission XP&#039;&#039;&#039;&#039;&#039; to all soldiers in the squad at Sergeant rank or higher&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;1st SHIV (Alive after Mission)&#039;&#039;&#039;&#039;&#039; || Shares its &#039;&#039;&#039;&#039;&#039;mission XP&#039;&#039;&#039;&#039;&#039; evenly to its squad mates&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Campaign Length&#039;&#039;&#039;&#039;&#039; || x2/x1/x0.5/x0.25 &#039;&#039;&#039;&#039;&#039;all XP&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experience per Rank ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 350px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 66%;&amp;quot; | Rank &lt;br /&gt;
! style=&amp;quot;width: 34%; padding: 10px 8px 8px 8px;&amp;quot; | XP Required&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:RANK SQUADDIE.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Specialist&#039;&#039;&#039;&#039;&#039; || 250&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK CORPORAL.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&#039;&#039; || 500&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK SERGEANT.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Corporal&#039;&#039;&#039;&#039;&#039; || 1000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK LIEUTENANT.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&#039;&#039; || 2000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK CAPTAIN.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&#039;&#039; || 4000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK MAJOR.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&#039;&#039; || 7000&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; | [[File:RANK COLONEL.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&#039;&#039; || 12000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of Psi Experience ==&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics is researched, soldiers will begin accruing &#039;&#039;&#039;100 Psi XP&#039;&#039;&#039; after each mission (modified by Campaign Length). &lt;br /&gt;
&lt;br /&gt;
This can be doubled if the soldier is wearing a &#039;&#039;&#039;Neuroregulator&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can see the current Psi XP level and cap in their Barracks profile.&lt;br /&gt;
&lt;br /&gt;
== Psi Experience per Rank ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 260px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 66%;&amp;quot; | Rank &lt;br /&gt;
! style=&amp;quot;width: 34%; padding: 10px 8px 8px 8px;&amp;quot; | Psi XP Required&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&#039;&#039; || 200&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Adept&#039;&#039;&#039;&#039;&#039; || 400&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Empath&#039;&#039;&#039;&#039;&#039; || 600&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Psion&#039;&#039;&#039;&#039;&#039; || 800&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align: left; padding: 5px 20px;&amp;quot; |[[File:CLASS_PSIONIC.png|32px]]&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;Master&#039;&#039;&#039;&#039;&#039; || 1000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=107731</id>
		<title>Armor (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=107731"/>
		<updated>2022-05-11T20:47:40Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* SHIV units */&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;
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).&lt;br /&gt;
&lt;br /&gt;
Armour overall provides more health to soldiers, allowing XCOM soldiers to withstand additional punishment. Certain armors have less equipment slots as compensation for various advantages. Furthermore the covert operative leather jacket incurs a significant movement speed penalty, intended to represent the weight of the hacking equipment they carry.&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance represents movement speed in tiles, thus a soldier with 10 mobility will be able to cover 10 tiles with 1 AP spent.&lt;br /&gt;
&lt;br /&gt;
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier&#039;s HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac Armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Tac Armor]]&#039;&#039;&#039;|| ||5|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phalanx armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Phalanx Armor]]&#039;&#039;&#039;||0.6||5||1|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (LWR)#Improved Body Armor|Improved Body Armor]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|17&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(X)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||XX&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Armor (LWR)#Heavy Armor|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Carapace Armor]]&#039;&#039;&#039;||0.6||7||1|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (LWR)#Advanced Body Armor|Advanced Body Armor]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||XX&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Aegis Armor]]&#039;&#039;&#039;||1.3||7||1|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Damage Control (LWR) }}|| ||[[Research (LWR)#Mobile Power Armor|Mobile Power Armor]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Titan Armor]]&#039;&#039;&#039;|| ||12||2|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Damage Control (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Advanced Power Armor|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|360&amp;lt;br /&amp;gt;(504)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(17)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Archangel Armor]]&#039;&#039;&#039;|| ||10||1||| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Tactical Mobility (LWR) }}||Grants 50% DR when airborne&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Supports flight mode (16 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&amp;lt;br /&amp;gt;(1350)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(630)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Vortex Armor]]&#039;&#039;&#039;||2.0||10||1||10||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Kinetic Dampening (LWR) }}||Restricted to psionic soldiers&amp;lt;br /&amp;gt;-50% mission fatigue&amp;lt;br&amp;gt;Will never be damaged after a mission&amp;lt;br /&amp;gt;Required to activate the [[Gollop Chamber (LWR)|Gollop Chamber]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(208)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(55)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(55)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(205)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Armor (LWR)#Light Armor|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Leather Jacket]]&#039;&#039;&#039;||2.6||2 || ||5 || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to covert operatives||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac vest Long War.png|128px|link=Armor (LWR)#Light Armor|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Tac Vest]]&#039;&#039;&#039;||1.3||3|| ||5 || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Armor (LWR)#Light Armor|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Aurora Armor]]&#039;&#039;&#039;||2.0||6||1||5||5||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Kinetic Dampening (LWR) }}||Restricted to psionic soldiers||[[Research (LWR)#Xenopsionics|Xenopsionics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (LWR)#Sectoid|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||50||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Armor (LWR)#Light Armor|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Kestrel Armor]]&#039;&#039;&#039;||2.0||4|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Advanced Body Armor|Advanced Body Armor]]||22||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|128px|link=Armor (LWR)#Light Armor|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Banshee Armor]]&#039;&#039;&#039;||2.6||4|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Repulsor Plating (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Mobile Power Armor|Mobile Power Armor]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Armor (LWR)#Light Armor|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Corsair Armor]]&#039;&#039;&#039;||2.0||9|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Repulsor Plating (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Advanced Power Armor|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(336)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Armor (LWR)#Light Armor|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]]&#039;&#039;&#039;||2.0||7|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Tactical Mobility (LWR) }}||Grants 35% DR when airborne&amp;lt;br&amp;gt;Supports flight mode (12 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&#039;&#039;&#039;||2.0||7|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Ghost Mode (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Stealth Systems|Stealth Systems]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
In Long War Rebalance, [[MEC Trooper (LWR)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.&lt;br /&gt;
&lt;br /&gt;
MEC armor naming conventions are streamlined to highlight their role. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Secondary weapons (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Base Augments Long War.png|128px|link=Armor (LWR)#MEC exoskeletons|Base Augments]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Base Augments]]&#039;&#039;&#039;|| || || || || || || ||Cannot be used during missions||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|128px|link=Armor (LWR)#MEC exoskeletons|MEC-1]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|MEC-1]]&#039;&#039;&#039;||Paladin|| ||8||1||20||1||2||{{ Hardened (LWR) }}{{ Body Shield (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Alien Biocybernetics|Alien Biocybernetics]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||4 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]] ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-2]]&#039;&#039;&#039;||Valiant||2.0||6||1||40||2||2||{{ Hardened (LWR) }}{{ Body Shield (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Improved Combat Exoskeletons|Improved Combat Exoskeletons]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)||6 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]] ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-2]]&#039;&#039;&#039;||Defender|| ||12||3||10||2||2||{{ Hardened (LWR) }}{{ Damage Control (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Improved Combat Exoskeletons|Improved Combat Exoskeletons]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(240)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)||6 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]] ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|ULMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|ULMEC-3]]&#039;&#039;&#039;||Vanguard||4.6||6||1||45||2||3||{{ Hardened (LWR) }}{{ Body Shield (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Mobile Combat Exoskeletons|Mobile Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(240)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-3]]&#039;&#039;&#039;||Vindicator||2.6||10||1||40||3||3||{{ Hardened (LWR) }}{{ Body Shield (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Mobile Combat Exoskeletons|Mobile Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(240)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-3]]&#039;&#039;&#039;|| Dauntless||1.3||14||4||10||3||3||{{ Hardened (LWR) }}{{ Damage Control (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Heavy Combat Exoskeletons|Heavy Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|UHMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|UHMEC-3]]&#039;&#039;&#039;||Devastator|| ||18||5|| ||2||3||{{ Hardened (LWR) }}{{ Damage Control (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Heavy Combat Exoskeletons|Heavy Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]&amp;lt;br&amp;gt;8 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV units==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!! rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|SHIV]]&#039;&#039;&#039;||7.3||12+12||3||20||55||4||{{ Hardened (LWR) }}||Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|270&amp;lt;br /&amp;gt;(378)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.6&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Alloy SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Alloy SHIV]]&#039;&#039;&#039;||7.3 -0.6||18+18||4||20||55||4||{{ Hardened (LWR) }}||30 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|330&amp;lt;br /&amp;gt;(462)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.2&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Hover SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Hover SHIV]]&#039;&#039;&#039;||7.3 +1.3||14+14||3||20||55+10||4||{{ Hardened (LWR) }}||20 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers&amp;lt;br /&amp;gt;Supports flight mode (16 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|390&amp;lt;br /&amp;gt;(546)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.8&amp;amp;nbsp;days)||-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=107302</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=107302"/>
		<updated>2022-04-21T23:15:17Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Miscellaneous gear */&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;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier Equipment==&lt;br /&gt;
===Passive Equipment===&lt;br /&gt;
&lt;br /&gt;
This equipment will grant soldiers benefits passively, without them having to perform any actions.&lt;br /&gt;
&lt;br /&gt;
====Platings====&lt;br /&gt;
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||Biosoldiers||-0.6||+2||+1|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||Biosoldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;||Biosoldiers||-1.3||+4||+2|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||Biosoldiers|| ||+2||+1|| || Incoming melee attacks &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration to 1 turn||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;||Biosoldiers|| || ||+1||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(39)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sightings====&lt;br /&gt;
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier. &lt;br /&gt;
&lt;br /&gt;
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;||Scouts|| ||+5||+15||{{ Squadsight (LWR) }}{{ Killer Instinct (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||Biosoldiers|| ||+15||+10||{{ Killer Instinct (LWR) }}|| ||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus||200||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers|| ||+10||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon Attachments====&lt;br /&gt;
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||+15|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(154)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||33||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||Snipers&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;Rocketeers|| || || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ammunition Modifiers====&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;||Biosoldiers|| || || || ||Non-electric primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Non-Private biosoldiers&amp;lt;br&amp;gt;SMGs, Carbines, Assault Rifles, or Battle Rifles only||-1.3|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Ballistic/gauss primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Ammo]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| || ||+20|| ||+1 damage during critical hits&amp;lt;br&amp;gt;Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Plasma primary weapons only|| ||+2|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(168)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Special Ammunition====&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Biosoldiers with Shotguns|| || ||Primary weapons bypass the DR from &#039;&#039;&#039;hardened&#039;&#039;&#039;&amp;lt;br&amp;gt;Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(161)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Infantry&amp;lt;br&amp;gt;Medics&amp;lt;br&amp;gt;Assaults&amp;lt;br&amp;gt;Engineers&amp;lt;br&amp;gt;Scouts|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Biosoldiers with ARs, Carbines, SMGs, or BRs&amp;lt;br&amp;gt;MECs&amp;lt;br&amp;gt;SHIVs|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous gear====&lt;br /&gt;
Unlike strictly protective items, these items offer a range of other benefits.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||Soldiers|| || || ||{{ Steadfast (LWR) }}|| Increases XP gained by 10% || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;||Biosoldiers|| || ||+5||{{ Tracker (LWR) }}|| || ||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||Biosoldiers||+1.3|| ||+10|| ||Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|ChameleonVest]]&#039;&#039;&#039;||Biosoldiers||-0.6|| || ||{{ Shadowstep (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||Biosoldiers|| || || || ||Set the mobility to 9.3 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||Soldiers|| ||+10|| ||{{ Awareness (LWR) }}||Increases XP gained by 35%&amp;lt;br&amp;gt;10% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||+1.3||+20||+10|| ||Increases Psi XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Conduit]]&#039;&#039;&#039;||Psionic Soldiers|| || || || ||+1 damage to all weapons and equipment&amp;lt;br&amp;gt;20% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP||Psi Warfare Systems||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;||Psionic soldiers|| ||+15|| || ||Doubles the damage of Mind Fray&amp;lt;br&amp;gt;Resets the cooldown of Mind Fray after use&amp;lt;br&amp;gt;Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(280)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Defender]]&#039;&#039;&#039;||Psionic soldiers|| || || || ||+35% DR when protected by cover&amp;lt;br&amp;gt;+35 Crit Resistance when protected by cover||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Active Equipment===&lt;br /&gt;
&lt;br /&gt;
This equipment has limited uses and often needs to be used (activated) to have an effect. &lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. &lt;br /&gt;
&lt;br /&gt;
Explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk. &lt;br /&gt;
&lt;br /&gt;
Throw range of all grenades is modified by base (non-armor) soldier HP, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog. &lt;br /&gt;
&lt;br /&gt;
Rockets gain an extra charge with the Shock and Awe perk.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6|| ||18||4||Provides a regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6|| ||18||1||Provides a Javelin rocket&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Deals +100% weapon damage&amp;lt;br&amp;gt;Reduces scatter by 70%&amp;lt;br&amp;gt;No environmental damage||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||10||2||&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br&amp;gt;+2 penetration||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||8||2|| ||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||10||2||Can&#039;t be equipped with Plasma Grenades||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;||Biosoldiers|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br /&amp;gt;(10-14)||10||2||Can&#039;t be equipped with Alien Grenades||The &#039;&#039;Condensed Plasma&#039;&#039; Foundry project allows production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Support grenades====&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 2 enemy turns&amp;lt;br /&amp;gt;Grants [[Cover_(LWR)#Smoke|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit&#039;s next turn&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(168)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers|| ||10||3||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Utility devices====&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&#039;&#039;&#039;||Scouts|| ||12||12||Spawns a battle scanner at the target location until end of turn&amp;lt;br&amp;gt;Grants +15 aim against any enemy within the area&amp;lt;br /&amp;gt;Reveals the area (including stealthed units)||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;||Biosoldiers|| ||2||Single Target||Removes acid and heals 50% of missing HP (max 4 HP)&amp;lt;br /&amp;gt;Works on any soldier&amp;lt;br&amp;gt;Can stabilize a critically wounded soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;||Biosoldiers|| ||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 3 turns&amp;lt;br /&amp;gt;||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Device]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Shadow Device]]&#039;&#039;&#039;||Biosoldiers|| ||6||1.5||5 charges&amp;lt;br&amp;gt;&#039;&#039;&#039;Shadows&#039;&#039;&#039; friendly units through 1 enemy turn or until the unit acts&amp;lt;br /&amp;gt;Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
&lt;br /&gt;
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.&lt;br /&gt;
&lt;br /&gt;
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
=== MEC and SHIV ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Ammo Module]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +1 ammo&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
||+5 &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|Can&#039;t be equipped with Core Plating&lt;br /&gt;
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
||+4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +2 damage resistance&amp;lt;br&amp;gt;Can&#039;t be equipped with Alloy Carbide Plating&lt;br /&gt;
|[[Research (LWR)|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|95&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(68)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|550&amp;lt;br /&amp;gt;(825)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
| &lt;br /&gt;
||+10&lt;br /&gt;
||+10&lt;br /&gt;
||+10&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(350)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(125)&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(125)&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MEC Only ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MECs||-0.6||Grants +4 charges to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]&amp;lt;br&amp;gt;Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 3||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MECs||-0.6||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 4 and penetration by 2||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SHIV Only ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;||SHIVs|| || ||{{ Tracker (LWR) }}||2 charges (3 with Elerium Batteries)&amp;lt;br&amp;gt;When used, displays a 26.6 tile radius radar&amp;lt;br&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: XCOM, &#039;&#039;&#039;White&#039;&#039;&#039;: Civilians, &#039;&#039;&#039;Red&#039;&#039;&#039;: Enemies, &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Meld, &#039;&#039;&#039;Green&#039;&#039;&#039;: Bombs/Nodes&amp;lt;br&amp;gt;Can display cloaked units|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Targeting Motor]]&#039;&#039;&#039;||SHIVs|| ||+5||{{ Mayhem (LWR) }}||+1 Penetration||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|165&amp;lt;br /&amp;gt;(231)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Holo Charger]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIVs|| || ||{{ Sharpshooter (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Shielding Pod]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Absorption Fields (LWR) }}||+20 crit resistance||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]&amp;lt;br&amp;gt;New Combat Systems||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Light &#039;Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIVs||+4|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=107127</id>
		<title>Armor (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(LWR)&amp;diff=107127"/>
		<updated>2022-04-15T20:25:43Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Heavy Armor */&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;
Most technology levels provide access to two different suits of Armor, one tailored towards Mobility (Tac Vest, Kestrel, Banshee, Corsair, Seraph) and the other tailored towards Survival (Tac Armor, Carapace, Aegis, Titan, Archangel).&lt;br /&gt;
&lt;br /&gt;
Armour overall provides more health to soldiers, allowing XCOM soldiers to withstand additional punishment. Certain armors have less equipment slots as compensation for various advantages. Furthermore the covert operative leather jacket incurs a significant movement speed penalty, intended to represent the weight of the hacking equipment they carry.&lt;br /&gt;
&lt;br /&gt;
Long War Rebalance represents movement speed in tiles, thus a soldier with 10 mobility will be able to cover 10 tiles with 1 AP spent.&lt;br /&gt;
&lt;br /&gt;
Armor is important to increase the HP of all units, even non-tanks. This is because enemies that can deal damage equal to or greater than a soldier&#039;s HP will prioritize targeting them; making it difficult for a tank to occupy enemy attention.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor=== &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac Armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Tac Armor]]&#039;&#039;&#039;|| ||5|| || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Phalanx armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Phalanx Armor]]&#039;&#039;&#039;||0.6||5||1|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (LWR)#Improved Body Armor|Improved Body Armor]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|17&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(X)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||XX&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Armor (LWR)#Heavy Armor|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Carapace Armor]]&#039;&#039;&#039;||0.6||7||1|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (LWR)#Advanced Body Armor|Advanced Body Armor]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|18&amp;lt;br /&amp;gt;(27)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||XX&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Aegis Armor]]&#039;&#039;&#039;||1.3||7||1|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Damage Control (LWR) }}|| ||[[Research (LWR)#Mobile Power Armor|Mobile Power Armor]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Titan Armor]]&#039;&#039;&#039;|| ||12||2|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Damage Control (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Advanced Power Armor|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|360&amp;lt;br /&amp;gt;(504)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(17)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Archangel Armor]]&#039;&#039;&#039;|| ||10||1||| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Tactical Mobility (LWR) }}||Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Supports flight mode (16 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|900&amp;lt;br /&amp;gt;(1350)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(336)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(336)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Armor (LWR)#Heavy Armor|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Heavy Armor|Vortex Armor]]&#039;&#039;&#039;||2.0||10||1||10||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Kinetic Dampening (LWR) }}||Restricted to psionic soldiers&amp;lt;br /&amp;gt;-50% mission fatigue&amp;lt;br&amp;gt;Will never be damaged after a mission&amp;lt;br /&amp;gt;Required to activate the [[Gollop Chamber (LWR)|Gollop Chamber]]||[[Research (LWR)#Mind and Machine|Mind and Machine]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(208)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(55)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(55)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(205)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Light Armor===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Armor (LWR)#Light Armor|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Leather Jacket]]&#039;&#039;&#039;||2.6||2 || ||5 || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Restricted to covert operatives||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tac vest Long War.png|128px|link=Armor (LWR)#Light Armor|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Tac Vest]]&#039;&#039;&#039;||1.3||3|| ||5 || ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Armor (LWR)#Light Armor|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Aurora Armor]]&#039;&#039;&#039;||2.0||6||1||5||5||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Kinetic Dampening (LWR) }}||Restricted to psionic soldiers||[[Research (LWR)#Xenopsionics|Xenopsionics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (LWR)#Sectoid|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||50||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Armor (LWR)#Light Armor|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Kestrel Armor]]&#039;&#039;&#039;||2.0||4|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)|| ||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Advanced Body Armor|Advanced Body Armor]]||22||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|128px|link=Armor (LWR)#Light Armor|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Banshee Armor]]&#039;&#039;&#039;||2.6||4|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Repulsor Plating (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Mobile Power Armor|Mobile Power Armor]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Armor (LWR)#Light Armor|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Corsair Armor]]&#039;&#039;&#039;||2.0||9|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||{{ Repulsor Plating (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Advanced Power Armor|Advanced Power Armor]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(336)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Armor (LWR)#Light Armor|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Seraph Armor]]&#039;&#039;&#039;||2.0||7|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Tactical Mobility (LWR) }}||Supports flight mode (12 fuel)&amp;lt;br /&amp;gt;Double fuel with the [[Foundry (LWR)#General Equipment Upgrades|Advanced Flight]] foundry project||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Armor (LWR)#Light Armor|Ghost Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#Light Armor|Ghost Armor]]&#039;&#039;&#039;||2.0||7|| ||5|| ||title=&amp;quot;Amount of small items that can be equipped&amp;amp;#10;(Amount with the Tactical Rigging foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||{{ Ghost Mode (LWR) }}||Includes &#039;&#039;&#039;[[Other_Abilities_(LWR)#Grapple|grappling hook]]&#039;&#039;&#039;||[[Research (LWR)#Stealth Systems|Stealth Systems]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
In Long War Rebalance, [[MEC Trooper (LWR)|MEC Troopers]] have access to multiple options of exoskeletons per tier, splitting upgrades into Survivability and Mobility.&lt;br /&gt;
&lt;br /&gt;
MEC armor naming conventions are streamlined to highlight their role. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Secondary weapons (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Base Augments Long War.png|128px|link=Armor (LWR)#MEC exoskeletons|Base Augments]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|Base Augments]]&#039;&#039;&#039;|| || || || || || || ||Cannot be used during missions||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|128px|link=Armor (LWR)#MEC exoskeletons|MEC-1]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|MEC-1]]&#039;&#039;&#039;||Paladin|| ||8||1||20||1||2||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Alien Biocybernetics|Alien Biocybernetics]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||4 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]] ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-2]]&#039;&#039;&#039;||Valiant||2.0||6||1||40||2||2||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Improved Combat Exoskeletons|Improved Combat Exoskeletons]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)||4 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]] ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-2]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-2]]&#039;&#039;&#039;||Defender|| ||12||3||10||2||2||{{ Damage Control (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Improved Combat Exoskeletons|Improved Combat Exoskeletons]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(72)||4 [[Alien Artifacts (LWR)#UFO Power Source|UFO Power Sources]] ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|ULMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|ULMEC-3]]&#039;&#039;&#039;||Vanguard||4.6||6||1||45||2||3||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Mobile Combat Exoskeletons|Mobile Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|LMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|LMEC-3]]&#039;&#039;&#039;||Vindicator||2.6||10||1||40||3||3||{{ Body Shield (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Mobile Combat Exoskeletons|Mobile Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|128px|link=Armor (LWR)#MEC exoskeletons|HMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|HMEC-3]]&#039;&#039;&#039;|| Dauntless||1.3||14||4||10||3||3||{{ Damage Control (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Heavy Combat Exoskeletons|Heavy Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long_War).png|128px|link=Armor (LWR)#MEC exoskeletons|UHMEC-3]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Armor (LWR)#MEC exoskeletons|UHMEC-3]]&#039;&#039;&#039;||Devastator|| ||18||5|| ||2||3||{{ Damage Control (LWR) }}||Hardened&amp;lt;br&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Negates the effects of fire||[[Research (LWR)#Heavy Combat Exoskeletons|Heavy Combat Exoskeletons]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(107)||1 [[Alien Artifacts (LWR)#Fusion Core|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==SHIV units==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!! rowspan=&amp;quot;2&amp;quot; | [[File:Damage Reduction Long War.png|32px]]&amp;lt;br/&amp;gt;DR !!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Equipment slots (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv1.png|128px|link=S.H.I.V. (LWR)|SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|SHIV]]&#039;&#039;&#039;||7.3||12+12||3||20||55||4||Hardened&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers|| ||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|270&amp;lt;br /&amp;gt;(378)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.6&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Alloy SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv2.png|128px|link=S.H.I.V. (LWR)|Alloy SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Alloy SHIV]]&#039;&#039;&#039;||7.3 -0.6||18+18||4||20||55||4||Hardened&amp;lt;br&amp;gt;30 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers||[[Research (LWR)#Mechtoid Autopsy|Mechtoid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|330&amp;lt;br /&amp;gt;(462)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|26&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.2&amp;amp;nbsp;days)||-&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div id=&amp;quot;Hover SHIV&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;[[File:Inv Shiv3.png|128px|link=S.H.I.V. (LWR)|Hover SHIV]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[S.H.I.V. (LWR)|Hover SHIV]]&#039;&#039;&#039;||7.3 +1.3||14+14||3||20||55+30||4||Hardened&amp;lt;br&amp;gt;20 Crit Resistance&amp;lt;br&amp;gt;Shares Mission XP&amp;lt;br&amp;gt;Only 1 SHIV acts each turn&amp;lt;br&amp;gt;Immune to strangulation&amp;lt;br /&amp;gt;Negates the effects of fire&amp;lt;br /&amp;gt;Provides partial cover for soldiers&amp;lt;br /&amp;gt;Supports flight mode (16 fuel)||[[Research (LWR)#Antigrav Systems|Antigrav Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|390&amp;lt;br /&amp;gt;(546)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.8&amp;amp;nbsp;days)||-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=106833</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=106833"/>
		<updated>2022-04-04T18:23:19Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* MEC Secondary Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
== Weapon Types ==&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tiers ===&lt;br /&gt;
&lt;br /&gt;
==== Conventional/Ballistic ====&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Electric ====&lt;br /&gt;
&lt;br /&gt;
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.&lt;br /&gt;
&lt;br /&gt;
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Arc Rifle: 7 (vs mech)&lt;br /&gt;
 Arc Pistol: 4 (vs mech)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beam Lasers ====&lt;br /&gt;
&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also higher crit and a small boost to mobility. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +10 aim, +10 crit, +0.6 mobility&lt;br /&gt;
 Note: Pistol gains +20 crit (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauss ====&lt;br /&gt;
&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pulse Lasers ====&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +10 aim, +10 crit, +0.6 mobility&lt;br /&gt;
 Note: Pistol gains +35 crit (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Rifle: Grants &#039;&#039;&#039;Biological Shredder&#039;&#039;&#039;&lt;br /&gt;
*Plasma Battle Rifle: Grants &#039;&#039;&#039;Mechanical Shredder&#039;&#039;&#039;&lt;br /&gt;
*Plasma Carbine: +10 defense (+15 defense total)&lt;br /&gt;
*Plasma SMG: +1.3 mobility (+2.0 mobility total)&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +3 penetration against Mechanical&lt;br /&gt;
*Plasma Dragon (LMG): +2 damage to Suppressive Fire&lt;br /&gt;
*Plasma Particle Cannon (MEC): +4 damage against Mechanical&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
&lt;br /&gt;
=== Weapon Classes ===&lt;br /&gt;
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|LMGs and SHIV/MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;||All soldiers||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;||All soldiers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;||All soldiers||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Grants &#039;&#039;&#039;Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| 4 UFO Power Sources ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility and ammo capacity for increased damage output. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-1.3|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(8)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||25%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(161)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles focusing more on defense and consistency. They grant +0.6 mobility and a variable amount of Defense and Aim depending on tier, but have poor base crit chances and reduced damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;||All soldiers||+0.6||+10||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;||All soldiers||+1.3||+10||+20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;||All soldiers|| ||+15||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||25%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;||All soldiers||+1.3||+15||+25||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|7&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;||All soldiers||+0.6||+20||+20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(224)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +2 damage during critical hits||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||50%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||55%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||65%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|7&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+2.0|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(224)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||18|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Alloy Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-1.3|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Reflex Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Abilities List (LWR)#Penetrator|Penetrator]]&#039;&#039;&#039;||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;||Gunners||-1.3||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;||Gunners||-0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;||Gunners||-2.0||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;||Gunners||-0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;||Gunners||-1.3||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||+3 penetration vs Mechanical Units&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 5 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;||Gunners||-2.6||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-1.3||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;||Gunners||-2.0||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br&amp;gt;(5)||18||18||+2 damage to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Supports [[Abilities List (LWR)#Squadsight|Squadsight]]. Grant +0.6 mobility. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at Squadsight ranges, and have lower Squadsight penalties (1 aim per tile instead of 2). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have variable penetration based on tier. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 1 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+2 penetration||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 1 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;||Snipers||-1.3|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 1 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 1 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 1 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+4 penetration&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;||MECs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Gauss Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Railgun&#039;&#039;&#039;||MECs||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;||MECs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Particle Beam&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Sentry Gun&#039;&#039;&#039;||SHIVs||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||10%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;||SHIVs|| ||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage and penetration against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]]. The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 2.  Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1 vs bio&amp;lt;br&amp;gt;6&amp;amp;nbsp;(5-7) vs mech||title=&amp;quot;Amount of ammunition available&amp;quot;|3&amp;lt;br&amp;gt;(4)||18||18||Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+6 Penetration vs mech&amp;lt;br&amp;gt;Cannot critically hit&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||[[Other_Abilities_(LWR)#Stun|&#039;&#039;&#039;Stuns&#039;&#039;&#039;]] aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use secondary weapons&#039;&#039;&#039;: privates, gunners, and SHIVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use sidearms and have unique secondary weapons&#039;&#039;&#039;: Rocketeers and MECs&lt;br /&gt;
&lt;br /&gt;
All sidearms grant the &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heater Long War.png|128px|Arc Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1 vs bio&amp;lt;br&amp;gt; 4 (3-5) vs mech|| Not Possible ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&amp;lt;br&amp;gt;+4 Penetration vs mech&amp;lt;br&amp;gt;Cannot Critically Hit&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Main Tech|Alien Computers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(0)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autopistols=== &lt;br /&gt;
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for either Laser tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6 (5-7)&amp;lt;br&amp;gt;Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||1||18||5||2 turn cooldown||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)||1||18||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||1||14||5||2 turn cooldown&amp;lt;br&amp;gt;Can path around obstacles&amp;lt;br&amp;gt;Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Secondary Weapons===&lt;br /&gt;
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||8|| || 8 ||Bypasses all DR&amp;lt;br&amp;gt;50% chance for a 50 will test for panic&amp;lt;br /&amp;gt;Will test 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MECs||-0.6|| ||self||2||2||Passive: If there are charges remaining, will heal 1 HP upon taking 2 or more damage&amp;lt;br&amp;gt;Activated: Heals 50% of missing HP (max 6 HP) for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MECs|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||melee|| ||unlimited||+8 Penetration&amp;lt;br&amp;gt;Melee weapon&amp;lt;br&amp;gt;Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Miniature Nuclear Explosive (MiNE) Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||10.6||4||2||+100 penetration&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electropulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electropulse&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br /&amp;gt;(10-14)||self||8||unlimited||Only affects outsiders and mechanical units&amp;lt;br /&amp;gt;Has a chance to disable for a turn&amp;lt;br&amp;gt;4 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=106832</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=106832"/>
		<updated>2022-04-04T15:37:52Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* MEC Only */&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;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier Equipment==&lt;br /&gt;
===Passive Equipment===&lt;br /&gt;
&lt;br /&gt;
This equipment will grant soldiers benefits passively, without them having to perform any actions.&lt;br /&gt;
&lt;br /&gt;
====Platings====&lt;br /&gt;
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||Biosoldiers||-0.6||+2||+1|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||Biosoldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;||Biosoldiers||-1.3||+4||+2|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||Biosoldiers|| ||+2||+1|| || Incoming melee attacks &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;corrosion&#039;&#039;&#039;]] duration by half||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;||Biosoldiers|| || ||+1||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(39)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sightings====&lt;br /&gt;
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier. &lt;br /&gt;
&lt;br /&gt;
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;||Scouts|| ||+5||+15||{{ Squadsight (LWR) }}{{ Killer Instinct (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||Biosoldiers|| ||+15||+10||{{ Killer Instinct (LWR) }}|| ||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus||200||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers|| ||+10||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon Attachments====&lt;br /&gt;
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||+15|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(154)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||33||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||Snipers&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;Rocketeers|| || || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ammunition Modifiers====&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;||Biosoldiers|| || || || ||Non-electric primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Non-Private biosoldiers&amp;lt;br&amp;gt;SMGs, Carbines, Assault Rifles, or Battle Rifles only||-1.3|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Ballistic/gauss primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Ammo]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| || ||+20|| ||+1 damage during critical hits&amp;lt;br&amp;gt;Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Plasma primary weapons only|| ||+2|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(168)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Special Ammunition====&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Biosoldiers with Shotguns|| || ||Primary weapons bypass the DR from &#039;&#039;&#039;hardened&#039;&#039;&#039;&amp;lt;br&amp;gt;Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(161)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Infantry&amp;lt;br&amp;gt;Medics&amp;lt;br&amp;gt;Assaults&amp;lt;br&amp;gt;Engineers&amp;lt;br&amp;gt;Scouts|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Biosoldiers with ARs, Carbines, SMGs, or BRs&amp;lt;br&amp;gt;MECs&amp;lt;br&amp;gt;SHIVs|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous gear====&lt;br /&gt;
Unlike strictly protective items, these items offer a range of other benefits.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||Soldiers|| || || ||{{ Steadfast (LWR) }}|| Increases XP gained by 10% || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;||Biosoldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||Biosoldiers||+1.3|| ||+10|| ||Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Chameleon Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|ChameleonVest]]&#039;&#039;&#039;||Biosoldiers||-0.6|| || ||{{ Shadowstep (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||Biosoldiers|| || || || ||Set the mobility to 9.3 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||Soldiers|| ||+10|| ||{{ Awareness (LWR) }}||Increases XP gained by 35%&amp;lt;br&amp;gt;10% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||+1.3||+20||+10|| ||Increases Psi XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Conduit]]&#039;&#039;&#039;||Psionic Soldiers|| || || || ||+1 damage to all weapons and equipment&amp;lt;br&amp;gt;20% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP||Psi Warfare Systems||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;||Psionic soldiers|| ||+15|| || ||Resets the cooldown of Mind Fray after use&amp;lt;br&amp;gt;Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(280)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Defender]]&#039;&#039;&#039;||Psionic soldiers|| || || || ||+40% DR when protected by cover&amp;lt;br&amp;gt;+40 Crit Resistance when protected by cover||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Active Equipment===&lt;br /&gt;
&lt;br /&gt;
This equipment has limited uses and often needs to be used (activated) to have an effect. &lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. &lt;br /&gt;
&lt;br /&gt;
Explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk. &lt;br /&gt;
&lt;br /&gt;
Throw range of all grenades is modified by base (non-armor) soldier HP, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog. &lt;br /&gt;
&lt;br /&gt;
Rockets gain an extra charge with the Shock and Awe perk.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6|| ||18||4||Provides a regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6|| ||18||1||Provides a Javelin rocket&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Deals +100% weapon damage&amp;lt;br&amp;gt;Reduces scatter by 70%&amp;lt;br&amp;gt;No environmental damage||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||10||2||&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br&amp;gt;+2 penetration||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||8||2|| ||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||10||2||Can&#039;t be equipped with Plasma Grenades||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;||Biosoldiers|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br /&amp;gt;(10-14)||10||2||Can&#039;t be equipped with Alien Grenades||The &#039;&#039;Condensed Plasma&#039;&#039; Foundry project allows production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Support grenades====&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 2 enemy turns&amp;lt;br /&amp;gt;Grants [[Cover_(LWR)#Smoke|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit&#039;s next turn&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(168)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers|| ||10||3||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Utility devices====&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&#039;&#039;&#039;||Scouts|| ||12||12||Spawns a battle scanner at the target location until end of turn&amp;lt;br&amp;gt;Grants +15 aim against any enemy within the area&amp;lt;br /&amp;gt;Reveals the area (including stealthed units)||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;||Biosoldiers|| ||2||Single Target||Removes acid and heals 50% of missing HP (max 5 HP)&amp;lt;br /&amp;gt;Works on any soldier&amp;lt;br&amp;gt;Can stabilize a critically wounded soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;||Biosoldiers|| ||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 3 turns&amp;lt;br /&amp;gt;||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Shadow Device]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Shadow Device]]&#039;&#039;&#039;||Biosoldiers|| ||6||1.5||5 charges&amp;lt;br&amp;gt;&#039;&#039;&#039;Shadows&#039;&#039;&#039; friendly units through 1 enemy turn or until the unit acts&amp;lt;br /&amp;gt;Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
&lt;br /&gt;
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.&lt;br /&gt;
&lt;br /&gt;
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
=== MEC and SHIV ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Ammo Module]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +1 ammo&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
||+5 &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|Can&#039;t be equipped with Core Plating&lt;br /&gt;
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
||+4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +2 damage resistance&amp;lt;br&amp;gt;Can&#039;t be equipped with Alloy Carbide Plating&lt;br /&gt;
|[[Research (LWR)|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|95&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(68)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|550&amp;lt;br /&amp;gt;(825)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
| &lt;br /&gt;
||+10&lt;br /&gt;
||+10&lt;br /&gt;
||+10&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(350)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(125)&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(125)&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MEC Only ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MECs||-0.6||Grants +4 charges to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]&amp;lt;br&amp;gt;Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 3||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MECs||-0.6||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 4 and penetration by 2||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SHIV Only ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;||SHIVs|| || ||{{ Tracker (LWR) }}||2 charges (3 with Elerium Batteries)&amp;lt;br&amp;gt;When used, displays a 26.6 tile radius radar&amp;lt;br&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: XCOM, &#039;&#039;&#039;White&#039;&#039;&#039;: Civilians, &#039;&#039;&#039;Red&#039;&#039;&#039;: Enemies, &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Meld, &#039;&#039;&#039;Green&#039;&#039;&#039;: Bombs/Nodes&amp;lt;br&amp;gt;Can display cloaked units|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Targeting Motor]]&#039;&#039;&#039;||SHIVs|| ||+5||{{ Mayhem (LWR) }}||+1 Penetration||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|165&amp;lt;br /&amp;gt;(231)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Holo Charger]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIVs|| || ||{{ Sharpshooter (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Shielding Pod]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Absorption Fields (LWR) }}||+20 crit resistance||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]&amp;lt;br&amp;gt;New Combat Systems||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Reactive Targeting Sensors (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Light &#039;Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIVs||+4|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=106713</id>
		<title>Alien Life Forms (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(LWR)&amp;diff=106713"/>
		<updated>2022-03-27T10:44:05Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Thinman */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]] &lt;br /&gt;
[[File:LWRthinman.png|right|500px]]&lt;br /&gt;
==Alien Pods==&lt;br /&gt;
 &lt;br /&gt;
===Pod Composition===&lt;br /&gt;
Pods are typically comprised of one &#039;&#039;&#039;Squad Leader&#039;&#039;&#039; (often possessed with noticeably more stats and perks) &amp;amp; several regular troopers whose type is related to the leader and who have a chance to receive various upgrades dependent upon [[Alien_Level_(LWR)|Alien Level]]. Later in the game, bosses with noticeably larger models and massive HP pools make an appearance in missions.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader, with leaders tending to contain supporting troopers of the same or lesser type. For instance, [[Alien_Life_Forms_(LWR)#Mechtoid|Mechtoid]] pods tend to contain several [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]], whose [[Abilities_List_(LWR)#Mind_Merge|Mind Merge]] ability can empower the Mechtoid with a powerful Psi Shield, while [[Alien_Life_Forms_(LWR)#Cyberdisc|Cyberdisc]] pods tend to contain [[Alien_Life_Forms_(LWR)#Drone|Drones]] which focus on repairing damage dealt to the Cyberdisc; conversely, pods led by [[Alien_Life_Forms_(LWR)#ThinMan|Thinmen]] or [[Alien_Life_Forms_(LWR)#Sectoid|Sectoids]] only contain units of the same type as the leader. The quantity of aliens in a pod is dependent upon overall [[Alien_Level_(LWR)|Alien Level]] as well as the total number of aliens on mission; pods are rolled randomly and random numbers of aliens are added to said pods until all available units have been assigned. The number of aliens on missions is slightly influenced by [[Alien_Resources_(LWR)|Alien Resources]].&lt;br /&gt;
&lt;br /&gt;
===Pod Behaviour===&lt;br /&gt;
&lt;br /&gt;
All pods begin not activated, that is, aliens move or stay together and don&#039;t attempt to take cover or shoot XCOM soldiers (though they may shoot civilians, if any). An exception is drop-in pods, arriving during a mission, which activate immediately upon arrival if they see any XCOM soldier, but may activate or not, randomly, otherwise. Activation can&#039;t ever be undone, even if line of sight to XCOM soldiers is completely broken. XCOM is aware of every activation, with a close-up scene playing, even if none of the pod aliens are seen by soldiers. Upon activation, a pod [[Other_Abilities_(LWR)#Scamper|scampers]], which may cause &#039;&#039;&#039;chain activation&#039;&#039;&#039; of other pods in the area. &lt;br /&gt;
&lt;br /&gt;
A pod activates immediately if and only if &amp;lt;sup&amp;gt;please verify and correct&amp;lt;/sup&amp;gt; any of its members at any point in time: sees an XCOM soldier (but the reverse visibility doesn&#039;t matter) or a mimic beackon, sees another activated alien, notices a corpse of an alien killed during the mission (but not as the result of air combat), is significantly affected by anybody (direct hit, explosive damage including friendly fire, suppression, holo, etc., but not battle scanner), is shot at and missed. Note that unactivated pods are &#039;&#039;&#039;not&#039;&#039;&#039; activated by aliens calling for help nor by bumping into other unactivated pods.  &lt;br /&gt;
&lt;br /&gt;
While members of an activated pod do not coordinate among themselves any better than disparate aliens from different pods would, there is one significant mechanic which is pod-dependent: &#039;&#039;&#039;retreat mode&#039;&#039;&#039;. If a large portion of aliens of a given pod are destroyed (usually all but 1-3, depending on the original size), the surviving members of the pod will begin to fall back, retreating out of sight of XCOM and toward good cover or other, unactivated pods. The aliens will remain in retreat mode at least until they can see XCOM again, though destroying more units from the pod is sufficient to resume the retreat. Aliens entering into retreat mode will be identified by visual and auditory cues; the camera will pan toward the alien shouting or talking, and one of your soldiers will mention that they&#039;re falling back. Note that retreating aliens never call for help, but they activate any pods they run into all the same, see &#039;&#039;&#039;chain activation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Conversely, if XCOM is pushed back and out of sight of the aliens, they&#039;ll call for reinforcements to hunt XCOM soldiers down. In general, if active aliens exist on the map, aren&#039;t in retreat mode, and none of them has any XCOM operatives in sight range at the end of the aliens turn, they&#039;ll call all unactivated pods on the map (aside from the Command Pod, if any) to help them hunt down XCOM. Each unactivated pod will begin moving toward XCOMs current location inexorably, will activate at some point in a normal way and attack the soldiers, and short of retreating or being wiped out, the only possibility left for XCOM is to defeat all such enemies.&lt;br /&gt;
&lt;br /&gt;
===Pod Size &amp;amp; Distribution===&lt;br /&gt;
&lt;br /&gt;
Pods have a number of aliens that are directly dependent upon current [[Alien_Level_(LWR)|Alien Level]]:&lt;br /&gt;
&lt;br /&gt;
* Small (Alien Level 1+): 2-4 aliens per pod&lt;br /&gt;
* Medium (Alien Level 3+): 3-6 aliens per pod&lt;br /&gt;
* Large (Alien Level 6+): 4-8 aliens per pod&lt;br /&gt;
&lt;br /&gt;
While increases in pod sizes do not necessarily lead to more aliens on missions, extra aliens rolled that can&#039;t fit into any available pod are discarded. This has the largest effect during early Large UFOs, which typically call for way more aliens than can fit in their Small Pods. To partially compensate, missions taking place while pod sizes are small typically get an extra pod or two to work with. Larger pod sizes &#039;&#039;typically&#039;&#039; means the same amount of aliens overall, just compacted into less pods.&lt;br /&gt;
&lt;br /&gt;
The number of aliens on every mission is restricted to between 3 x Num_pods to 8 x Num_pods, and a minimum of 6 aliens.&lt;br /&gt;
&lt;br /&gt;
===Pod Types===&lt;br /&gt;
&lt;br /&gt;
Pods come in three basic types: Soldier Pods, Terror Pods, and Command Pods. Soldier pods pull from a pool of most aliens and comprise the vast majority of pods encountered on all missions; Terror Pods pull from a slightly different pool. Command Pods only appear in UFOs and have relatively rigid compositions. Lastly, for [[Covert_Operations_(LWR)|Covert Operations]], Exalt have special mechanics which govern the quantity and size of their pods. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soldier&#039;&#039;&#039; Pods: Soldier Pods are the most common type of pod, appearing as the majority pod type in every mission except [[Missions_(LWR)#Terror_Site|Terror Sites]] &amp;amp; [[Covert_Operations_(LWR)|Covert Operations]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Terror&#039;&#039;&#039; Pods: Terror pods are a special type of pod that only appear in [[Missions_(LWR)#Terror_Site|Terror Sites]], [[UFOs_(LWR)#Large_UFOs|Large UFOs]], [[Missions_(LWR)#Alien_Base_Assault|Alien Base Assault]], and [[Alien_Missions_(LWR)#Retaliate|Retaliation]] missions. They tend to have a greater probability of being higher-mobility aliens and are the only pod which contains Chryssalids and Zombies, which in turn occur only in terror pods, at any level. Exalt also make an appearance in later months.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Command&#039;&#039;&#039; Pods: UFOs additionally have a special pod called the Command Pod which contains a fixed number of aliens based on UFO type. They consist entirely of [[Alien_Life_Forms_(LWR)#Outsider|Outsiders]]. Larger UFOs can contain multiple Command Pods. Be warned: if a Command Pod spots XCOM and activates, it will immediately call all remaining alien forces on the map to its current location; this makes an early engagement against the command pod a risky affair.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exalt&#039;&#039;&#039; Pods: While Exalt have a chance of appearing in Terror Pods, they appear most often in [[Covert_Operations_(LWR)|Covert Operations]]. All covert operations include drop ins of lone Exalt operatives who may or may not appear in cover and may or may not overwatch (Note: On Normal and Classic difficulty they will never overwatch).&lt;br /&gt;
&lt;br /&gt;
==Alien Appearances==&lt;br /&gt;
&lt;br /&gt;
Each pod created in the game has a chance to consist of different alien types. This changes the higher the Alien Level is (based on accumulated alien research). Below are the Alien Appearance Tables that describes the chance each alien has of appearing at each Alien Level.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Alien Appearance Weightings&#039;&#039;&#039; table, the number in brackets beside each alien type is their relative weighting.  As an example, at Alien Level 3, the chance a pod will be a seeker pod is: (9 + 1) / (10 + 3 + 1 + 1 + 9 + 9 + 1 + 1 + 14 + 9 + 1) = 10 / 59 = 0.169. So each pod will have a ~17% chance of being a seeker pod at Alien Level 3. You can see all the calculated appearance chances in the &#039;&#039;&#039;Alien Appearance Chances&#039;&#039;&#039; table.&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Weightings===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Weightings&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Cumulative Weighting&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Relative Weighting)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 1&#039;&#039;&#039; || 15 || Sectoid (10) || Drone (3) || Thinman (1) || Floater (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 2&#039;&#039;&#039; || 40 || Floater (9) || Thinman (9) || Muton (6) || Seeker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 3&#039;&#039;&#039; || 59 || Muton (9) || Seeker (9) || Cyberdisc (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 4&#039;&#039;&#039; || 75 || Cyberdisc (14) || Mecthoid (1) || Berserker (1)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 5&#039;&#039;&#039; || 103 || Mechtoid (14) || Berserker (14) || Muton Elite (2) || Sectoid Commander (2) || Muton (-1) || Drone (-3)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 6&#039;&#039;&#039; || 118|| Muton Elite (18) || Sectoid Commander (18) || Sectopod (2) || Heavy Floater (2) || Floater (-1) || Sectoid (-10) || Muton (-14)&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 7&#039;&#039;&#039; || 134|| Heavy Floater (18) || Sectopod (5) || Ethereal (2) || Floater (-9)&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 8&#039;&#039;&#039; || 144|| Ethereal (5) || Sectopod (5)  &lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 9&#039;&#039;&#039; || 157 || Ethereal (5) || Sectopod (8)  &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;Level 10&#039;&#039;&#039; || 165 || Ethereal (8)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Appearance Chances=== &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot; style=&amp;quot;text-align: center; width:700px; margin:0; &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:4px 8px; border-bottom: 2px solid #aaa; background-color:#efefef;&amp;quot;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Levels 1 to 5&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;17&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Alien Appearance Chances&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Level&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Alien Type (Chance to Appear) -- rounded to nearest percentage&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 1&lt;br /&gt;
| &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 67%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 2&lt;br /&gt;
| Sectoid / &#039;&#039;&#039;Thinman&#039;&#039;&#039; / &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 23%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 15%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 8%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 3%&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 3&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 24%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seeker&#039;&#039;&#039; / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 17%&lt;br /&gt;
|-&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 4&lt;br /&gt;
| &#039;&#039;&#039;Cyberdisc&#039;&#039;&#039; / Muton&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 20%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Sectoid / Thiman / Floater &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Drone&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 4%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 5&lt;br /&gt;
| &#039;&#039;&#039;Mechtoid&#039;&#039;&#039; / &#039;&#039;&#039;Berserker&#039;&#039;&#039; / Cyberdisc&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 15%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Sectoid / Thinman / Floater&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;Drone&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 0%&lt;br /&gt;
|- &lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot; style=&amp;quot;text-align: center; width:700px; margin:0; &lt;br /&gt;
| colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:4px 8px; border-bottom: 2px solid #aaa; background-color:#efefef;&amp;quot;&amp;quot; |&#039;&#039;&#039;&#039;&#039;Levels 6 to 10&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; width:76px;&amp;quot; | Level 6&lt;br /&gt;
| &#039;&#039;&#039;Muton Elite&#039;&#039;&#039; / &#039;&#039;&#039;Sectoid Commander&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 15%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Thinman&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 8%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039; / &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 2%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Muton&#039;&#039;&#039; / &#039;&#039;&#039;Sectoid&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 0%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 7&lt;br /&gt;
| &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; / Muton Elite / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 15%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 11%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Thinman &lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 6%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 1%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Floater&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 0%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 8&lt;br /&gt;
| Muton Elite / Heavy Floater / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 14%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 8%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Thinman&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 7%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 5%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 9&lt;br /&gt;
| &#039;&#039;&#039;Sectopod&#039;&#039;&#039; / Heavy Floater / Muton Elite / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 13%&lt;br /&gt;
|-&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 10%&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 8%&lt;br /&gt;
|-&lt;br /&gt;
| Seeker / Thinman&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 6%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold;&amp;quot; | Level 10&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; / Sectopod / Muton Elite / Heavy Floater / Sectoid Commander&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 12%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Mechtoid / Berserker / Cyberdisc&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 9%&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| Seeker / Thinman&lt;br /&gt;
| style=&amp;quot;width: 50px; padding: 4px;&amp;quot; | 6%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leaders and Leader Levels ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;percent chance for an Alien Leader&#039;&#039;&#039; to appear in each pod is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 860px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Chance for Alien Leader&#039;&#039;&#039;: 3/4/5/6% (easy/classic/brutal/impossible) x &#039;&#039;&#039;Alien level&#039;&#039;&#039; (0% during alien level 1)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;Leaders will occur in every pod on the following missions: Alien Base Assaults, Terror Missions, the Exalt Base Raid, and the Temple Ship Assault&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The formula to determine &#039;&#039;&#039;Leader Level&#039;&#039;&#039; is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Leader Level&#039;&#039;&#039; = Clamp(1 + Rand(&#039;&#039;&#039;Alien Level&#039;&#039;&#039; / 2) + Bonuses, 1, 8)&lt;br /&gt;
 &#039;&#039;&#039;The Leader Level is set to 8 on the Exalt Base and Temple Ship Assaults&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 After determining leader level there is a &#039;&#039;&#039;10%&#039;&#039;&#039; chance to gain +1 level which could produce a leader level of 9 (max)&lt;br /&gt;
 This chance is increased on Alien Base Assaults, Terror Missions, and the Temple Ship Assault to &#039;&#039;&#039;25/50/75/100%&#039;&#039;&#039; on easy/classic/brutal/impossible&lt;br /&gt;
 On the Temple Ship Assault the level is then randomly decreased by 1-6/0-3/0-1 on easy/classic/brutal&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UFO Size Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Medium: +1 leader level&lt;br /&gt;
*Large: +2 leader levels&lt;br /&gt;
*Extra Large: +3 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alien Aggression Bonus:&#039;&#039;&#039;&lt;br /&gt;
*75+%: +1 leader level&lt;br /&gt;
*100%: +2 leader levels&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror Site Bonus:&#039;&#039;&#039;&lt;br /&gt;
*+2 leader levels&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Aliens leaders have purple HP and are identified in the HUD by taller alien head. Max level alien leaders have gold HP.&lt;br /&gt;
&lt;br /&gt;
Killing an alien leader provides the squad with 30xp each.  Killing a max level alien leader provides the squad with 60xp each.&lt;br /&gt;
&lt;br /&gt;
==Alien Armour and Red Fog==&lt;br /&gt;
&lt;br /&gt;
Alien forces are susceptible to taking injuries when losing health similar to XCOM forces. Like XCOM, aliens will begin to suffer &#039;[[Other_Abilities_(LWR)#Red_Fog|red fog]]&#039;, penalties to their statistics as they take damage. Certain alien and Exalt soldiers will have a portion of their overall health converted into armour health, meaning they will only be affected by red fog once they start taking damage into their base health.&lt;br /&gt;
&lt;br /&gt;
The conversion ratio will round down the final result. For example, Alien Level 1 Floaters have a base health of 6, 30% of their overall health is converted into armour, this would translate into 1.8, which is then rounded down to 1. Meaning an Alien Level 1 Floater will have 5 base health, and 1 armour health. &lt;br /&gt;
&lt;br /&gt;
Each individual enemy type listed below will indicate what their armour health is.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: #fff; text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding: 7px;&amp;quot; | Enemy Health to Armour Conversion&lt;br /&gt;
|-  &lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Health Converted To Armour&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;padding: 5px;&amp;quot; | Enemies Affected&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;No Armour&#039;&#039;&#039; || Sectoids, Sectoid Commanders, Ethereals, Zombies, Thinmen, Uber Ethereal &lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;20% &#039;&#039;&#039; || Outsiders&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;30%&#039;&#039;&#039; || Floaters&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;40%&#039;&#039;&#039; || All Exalt Forces&lt;br /&gt;
|- style=&amp;quot;background-color:#f8f9fa&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;50%&#039;&#039;&#039; || Drones, Chryssalids, Seekers, Mutons, Cyberdiscs, Berserkers, Heavy Floater&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 4px;&amp;quot; |&#039;&#039;&#039;60%&#039;&#039;&#039; || Sectopod, Mechtoid, Muton Elite&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alien Types==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1600px;&amp;quot;&amp;gt;&lt;br /&gt;
===Sectoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|ammo=3  &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:MindMerge_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:Neuralfeedback_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Countercharge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Countercharge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]] &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; have low mobility, HP, and aim. They have access to Mind Fray, Psi Panic, and Mind Merge. All Sectoids have the &#039;&#039;Ranger&#039;&#039; perk so they have no aim penalty when shooting with their plasma pistols at a distance.&lt;br /&gt;
&lt;br /&gt;
Their signature &#039;&#039;Mind Merge&#039;&#039; ability is significantly more powerful, now granting the target +25 to aim, crit, and will, but has a long cooldown. &lt;br /&gt;
&lt;br /&gt;
Sectoid squad leaders get &#039;&#039;Psi Mastery&#039;&#039;, allowing them to double their damage output. This makes them significantly more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoids have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.0 |base-hp=5 | armor-hp=0 | overall-hp=5 | base-damage=3 | base-aim=55 | base-crit=0 | base-will=55 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+2 | boost-armor-hp=0 | boost-overall-hp=+2 | boost-damage=+0.5 | boost-aim=+4 | boost-crit=0 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=0 | final-overall-hp=+2 | final-damage=+2 | final-aim=+16 | final-crit=0 | final-will=+40 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Sectoid Prodigy | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+20  &lt;br /&gt;
| rank2-name=Sectoid Executioner | rank2-level=3 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+40 &lt;br /&gt;
| rank3-name=Sectoid Shadow | rank3-level=6 | rank3-damage=+3 | rank3-hp=+15 | rank3-aim=+30 | rank3-will=+60 &lt;br /&gt;
| rank4-name=Reticulan | rank4-level=9 | rank4-damage=+5 | rank4-hp=+20 | rank4-aim=+50 | rank4-will=+70 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3 &lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=Flight&lt;br /&gt;
|skill4-img=[[File:ALIEN REPAIR.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Repair|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Repair&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:FLASHBANG GRENADE ICON.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game. They can come in groups of their own or attached to Sectoid squads, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. &lt;br /&gt;
&lt;br /&gt;
Their holo rounds are effective at making your units easier to hit and they can be quite deadly against early game SHIVs due to their anti-mechanical perks (especially the early leader Assault Drones).&lt;br /&gt;
&lt;br /&gt;
Drones, like all mechanized units, have some damage reduction and are hardened. Their constant light cover from flying with damage reduction and ability to mutually repair can make them difficult to kill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Drones have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.6 |base-hp=2 |armor-hp=2 |overall-hp=4 | base-damage=3 | base-aim=55 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Master Mechanic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Master Mechanic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;,&amp;amp;nbsp;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Depth_Perception_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Orbital Ray|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Orbital Ray&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=2, 3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+1&amp;lt;br&amp;gt;Lvl (2/5/9/13) | boost-armor-hp=+1&amp;lt;br&amp;gt;Lvl  (3/7/11) | boost-overall-hp=+1 | boost-damage=+1 | boost-aim=+3  | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+0.2 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1 | final-armor-hp=0 | final-overall-hp=+1 | final-damage=+4 | final-aim=+12 | final-crit=0 | final-will=0 | final-defense=0| final-dr=+0.2 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Assault Drone | rank1-level=1 | rank1-damage=+2 | rank1-hp=+2 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Battle Drone | rank2-level=3 | rank2-damage=+3 | rank2-hp=+5 | rank2-aim=+10 | rank2-will=0 &lt;br /&gt;
|rank3-name=Orbital Drone | rank3-level=6 | rank3-damage=+4 | rank3-hp=+10 | rank3-aim=+20 | rank3-will=0 &lt;br /&gt;
|rank4-name=Omega Drone | rank4-level=9 | rank4-damage=+5 | rank4-hp=+20 | rank4-aim=+30 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge2_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hive Mind|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hive Mind&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thinman===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN POISON.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Acid Spit|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Acid Spit&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill4-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Thinmen&#039;&#039;&#039; have high mobility, mediocre aim, and low will. The can also jump to any height making them extremely dangerous when fighting at varying elevations. They can spit acid clouds at your units, leading to a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Corrosion|corrosion]]&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Thinmen also have the &#039;&#039;Snapshot&#039;&#039; ability, making overwatch ineffective against their shots. While overwatch is still effective against them if they move, it is often best to steady and/or shoot at them instead.&lt;br /&gt;
&lt;br /&gt;
Council missions tend to have disproportionally high numbers of thinmen -- it is advised to bring ample medikits on these missions to help remove corrosion from your units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragments&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Thinmen have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6|base-hp=8 |armor-hp=0 |overall-hp=8 | base-damage=6 | base-aim=70 | base-crit=5 | base-will=35 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SNAPSHOT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Snapshot|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Snapshot&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acid Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+5 | boost-armor-hp=0 | boost-overall-hp=+4 | boost-damage=+1 | boost-aim=+10 | boost-crit=+15 | boost-will=+10 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+5 | final-armor-hp=0 | final-overall-hp=+4 |final-damage=+4 | final-aim=+40 | final-crit=+60 | final-will=+10 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Thin Man Duelist | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=+10 | rank1-will=+12 &lt;br /&gt;
| rank2-name=Whisper | rank2-level=3 | rank2-damage=+5 | rank2-hp=+8 | rank2-aim=+20 | rank2-will=+27 &lt;br /&gt;
| rank3-name=Sidewinder | rank3-level=6 | rank3-damage=+9 | rank3-hp=+18 | rank3-aim=+30 | rank3-will=+42 &lt;br /&gt;
|rank4-name=Typhon | rank4-level=9 | rank4-damage=+14 | rank4-hp=+38 | rank4-aim=+50 | rank4-will=+52 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge2_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hive Mind|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hive Mind&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Mimetic Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Concealment|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Concealment&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Indomitable|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Indomitable&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Urban Combat Badge 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sharpshooter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Advanced Perception|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Advanced Perception&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]], [[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;,&amp;amp;nbsp;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repulsor Plating|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repulsor Plating&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch &lt;br /&gt;
|skill3-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; tend to fly (granting +30 defense) and gain the &#039;&#039;Tactical Mobility&#039;&#039; ability, granting them +15 defense while in flight or in cover. This makes them quite elusive. They also get +20 bonus aim when at an elevation meaning their aim can be quite high. In combination they can be quite deadly as accurate and difficult to hit enemies. &lt;br /&gt;
&lt;br /&gt;
When engaging floaters at a distance, steadying your weapons can make it easier to hit them when they are flying high. Another effective counter is using rockets as none of the floater&#039;s defense will help it against explosives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Floaters have 30% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8 |base-hp=7 |armor-hp=3 |overall-hp=10 | base-damage=6 | base-aim=60 | base-crit=5 |  base-will=10 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+2 | boost-armor-hp=+1 | boost-overall-hp=+3 | boost-damage=+1 | boost-aim=+4 | boost-crit=0 | boost-will=+6 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=+1 | final-overall-hp=+3 | final-damage=+4 | final-aim=+16 | final-crit=0 | final-will=+24 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
| rank1-name=Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+10 &lt;br /&gt;
| rank2-name=Floater Sentry | rank2-level=3 | rank2-damage=+3 | rank2-hp=+10 | rank2-aim=+15 | rank2-will=+18 &lt;br /&gt;
| rank3-name=Floater Reaver | rank3-level=6 | rank3-damage=+5 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=+28&lt;br /&gt;
| rank4-name=Reaver Lord | rank4-level=9 | rank4-damage=+7 | rank4-hp=+40 | rank4-aim=+60 | rank4-will=+38 &lt;br /&gt;
| rank1-perks=[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]], &amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank2-perks=[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentry|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentry&amp;lt;/span&amp;gt;]], [[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank3-perks=[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]], [[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]], [[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]], [[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| rank4-perks=[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt; &lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
}}  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Outsiders&#039;&#039;&#039; are quite dangerous. They have passive HP regeneration, high aim, and decent HP. You&#039;ll first encounter them shepherding their  UFOs, waiting inside for you to approach (unless you play on Brutal or Impossible difficulties where they will also be present on the first mission). Their DR, HP pool, and regeneration means that it will take a concerted effort from the whole squad to take them down early game.  Be careful though, they all have the [[Abilities_List_(LWR)#Close_Combat_Specialist|Close Combat Specialist]] perk, meaning moving too close to them can be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Growth&#039;&#039; ability causes them to gain increased stats as the mission goes on (per turn growth chance is based on [[Difficulty_(LWR)#Difficulty_Levels|difficulty]]), beginning from the start of mission. Leaving them alone until the end of the mission is ill-advised as they can become too strong to fight. On larger UFOs, Outsiders will be much more common, sometimes appearing in large groups. They will occasionally patrol and are not always found in the command room.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen, relatively high damage, and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with concussion grenades and &#039;&#039;suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Outsiders have 20% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=6.6 |base-hp=12 |armor-hp=2 |overall-hp=14 | base-damage=5 | base-aim=55 | base-crit=5 | base-will=80 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC_ABSORTION_FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Kinetic Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Kinetic Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Defenders Medal 2 (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Growth|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Growth&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Indomitable|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Indomitable&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+2 (Lvl 3/5/9/13)&amp;lt;br&amp;gt;+3 (Lvl 7/11) | boost-armor-hp=+1&amp;lt;br&amp;gt;Lvl (3/5/9/13) | boost-overall-hp=+3 | boost-damage=+2 | boost-aim=+4 | boost-crit=+4 | boost-will=+10 | boost-defense=0| boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+3 | final-armor-hp=+1 | final-overall-hp=+3 | final-damage=+8 | final-aim=+16 | final-crit=+16 | final-will=+40 | final-defense=0| final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Outsider Navigator | rank1-level=1 | rank1-damage=+1 | rank1-hp=+5 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Outsider Engineer | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Outsider Old Guard | rank3-level=5 | rank3-damage=+3 | rank3-hp=+20 | rank3-aim=+40 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Outsider Pioneer | rank4-level=7 | rank4-damage=+4 | rank4-hp=+30 | rank4-aim=+50 | rank4-will=+40 &lt;br /&gt;
|rank5-name=Outsider Champion | rank5-level=9 | rank5-damage=+5 | rank5-hp=+40 | rank5-aim=+60 | rank5-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive_Bone_Marrow_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge2_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hive Mind|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hive Mind&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; have great mobility and defense, and gain the &#039;&#039;Hardened&#039;&#039; ability, making them extremely agile armored threats. They also deal significant damage and will corrode any unit they hit, meaning you should attempt to kill them before they can get too close. They occur only in [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], at any level.&lt;br /&gt;
&lt;br /&gt;
Their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
Explosives remain an effective counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and are difficult to hit with most weapons. Similarly, Concussion Grenades can debilitate a whole group of Chryssalids by reducing their mobility -- this means they won&#039;t be able to move and attack any units on the next turn if there are no units close to them. Chryssalids are immune to acid, so Acid Grenades won&#039;t reduce their mobility. A &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off weakened Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality, once you eliminate their armor, thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Chryssalids have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=12 |base-hp=4 | armor-hp=4 | overall-hp=8 | base-damage=5&amp;lt;br&amp;gt;[Full Penetration]| base-aim=100 | base-crit=0| base-will=20 | base-defense=50 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN POISONCLAW.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Acidic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Acidic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_LEAP.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Leap|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-base-hp=+2 | boost-armor-hp=+2 | boost-overall-hp=+4 | boost-damage=+2 | boost-aim=0 | boost-crit=0 | boost-will=+10 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+3.6 | final-base-hp=+2 | final-armor-hp=+2 | final-overall-hp=+4 | final-damage=+8 | final-aim=0 | final-crit=0 | final-will=+40 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Chryssalid Charger | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=0 | rank1-will=+5 &lt;br /&gt;
|rank2-name=Chryssalid Warrior | rank2-level=3 | rank2-damage=+4 | rank2-hp=+10 | rank2-aim=0 | rank2-will=+35 &lt;br /&gt;
|rank3-name=Hive Queen | rank3-level=6 | rank3-damage=+6 | rank3-hp=+15 | rank3-aim=0 | rank3-will=+45 &lt;br /&gt;
|rank4-name=Greater Hive Queen | rank4-level=9 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=0 | rank4-will=+65 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT LIGHTNINGREFLEXES.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shadowstep|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shadowstep&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC_ABSORTION_FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Kinetic Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Kinetic Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Brawler|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Brawler&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Advanced Perception|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Advanced Perception&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 1&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Zombies&#039;&#039;&#039; are melee units with a large health pool. However, they are not hardened and do not take cover so you can usually crit them for high amounts of damage. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions.&lt;br /&gt;
&lt;br /&gt;
Unlike in LW 1.0 and EU/EW, &#039;&#039;&#039;Zombies&#039;&#039;&#039; in Long War Rebalance do not transform into Chryssalids at the beginning of some turns.&lt;br /&gt;
&lt;br /&gt;
Damaging them can drastically reduce their lethality thanks to Red Fog lowering their mobility and melee damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Zombies have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8 |base-hp=12 | armor-hp=0 | overall-hp=12 | base-damage=5 | base-aim=100 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY STUN.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Stun Immune|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Stun Immune&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=3, 5, 7, 9, 11, 13 | boost-mobility=+0.6 | boost-base-hp=+7 | boost-armor-hp=0 | boost-overall-hp=+5 | boost-damage=+2 | boost-aim=0 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.4 | final-base-hp=+7 | final-armor-hp=0 | final-overall-hp=+5 | final-damage=+8 | final-aim=0 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:STRANGLE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Strangle|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Strangle&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ABILITY GHOST.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Stealth|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Stealth&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This makes them dangerous, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. As mechanized units they have some damage reduction and are hardened. However, if they happen to get close to your units they may strangle them, incapacitating them and dealing significant damage. Each turn the incapacitated units that are being strangled will be shredded and take over half their remaining health in direct damage. It is advised to try to kill them before they strangle as the damage can be quite significant.&lt;br /&gt;
&lt;br /&gt;
The Proximity Sensor item can detect and uncloak nearby Seekers, providing an early counters to Seekers. They have a habit of going into overwatch while in stealth, so if you&#039;re waiting out Seekers without a detection, try moving a soldier, one might reveal itself to take a pot shot at you. They can only stay cloaked for up to 3 turns before revealing themselves. Any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Alloy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Seekers have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8 |base-hp=4 |armor-hp=4 | overall-hp=8 |  base-damage=4 | base-aim=70 | base-crit=0 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+2 | boost-armor-hp=+2 | boost-overall-hp=+4 |  boost-damage=+1 | boost-aim=+2 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=+2 | final-overall-hp=+4 | final-damage=+4 | final-aim=+8 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Stalker | rank1-level=1 | rank1-damage=0 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Wraith | rank2-level=3 | rank2-damage=+1 | rank2-hp=+9 | rank2-aim=+18 | rank2-will=0 &lt;br /&gt;
|rank3-name=Battle Wraith | rank3-level=6 | rank3-damage=+2 | rank3-hp=+14 | rank3-aim=+26 | rank3-will=0 &lt;br /&gt;
|rank4-name=Hydra | rank4-level=9 | rank4-damage=+3 | rank4-hp=+19 | rank4-aim=+46 | rank4-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT_TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 2&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:ALIEN_BLOODCALL.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Blood Call|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Blood Call&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are sturdy aliens that gain a lot of DR when protected by cover. They start with Alien Carbines and later upgrade to Alien Rifles. &lt;br /&gt;
&lt;br /&gt;
Muton leaders have a &#039;&#039;Deflection Shield&#039;&#039; ability which activates when they end their turn on a move or with AP remaining, granting them defense and crit resistance against ranged attacks that scales with distance. They have access to the &#039;&#039;Blood Call&#039;&#039; ability which will grant various stat increases to allies in range, including double mobility. This can catch an unwary player off guard as a Muton moves many tiles to flank one of their soldiers.&lt;br /&gt;
&lt;br /&gt;
Overall, Mutons create resilient roadblocks in the enemy formations that are best dealt with by flanking or removing their cover. &lt;br /&gt;
&lt;br /&gt;
Unlike some of the other aliens, Muton intelligence is low and can lead to poor strategies like: running out into the open, performing poor attacks, or even retreating early if some of their squad mates have been killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Weapon Fragment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mutons have 50% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8 |base-hp=10 | armor-hp=10 | overall-hp=20 | base-damage=6&amp;lt;Br&amp;gt;[Lvl 5: 8] | base-aim=60 | base-crit=5 | base-will=10 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY_HEAT_AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=4, 6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+2 | boost-armor-hp=+2 | boost-overall-hp=+4 | boost-damage=+1 | boost-aim=+5 | boost-crit=0 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=+2 | final-overall-hp=+4 | final-damage=+4 | final-aim=+20 | final-crit=0 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+20 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Muton Sentry | rank2-level=3 | rank2-damage=+2 | rank2-hp=+15 | rank2-aim=+25 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Muton Centurion | rank3-level=6 | rank3-damage=+4 | rank3-hp=+30 | rank3-aim=+35 | rank3-will=+40 &lt;br /&gt;
|rank4-name=Sargon | rank4-level=9 | rank4-damage=+6 | rank4-hp=+35 | rank4-aim=+60 | rank4-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 3&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:Recon_LWR.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game due to high aim and high damage. They can transform between open and closed states: their open state is required to act and their closed state will grant them hardened, crit immunity, and +50 defense. If they take damage in their open state, they will automatically close. However, they must open in order to act. Thus, they are best dealt with through high damage single attacks (e.g. a Mayhem sniper) when open. &lt;br /&gt;
&lt;br /&gt;
Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are quite dangerous as well, for two reasons. First, they can tag a target with &#039;&#039;Holo Rounds&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Second, they can fix any damage you have done to the Cyberdisc with their &#039;&#039;Repair&#039;&#039; ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Cyberdisks have 50% converted armor from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=9.3 |base-hp=12 | armor-hp=12 | overall-hp=24 | base-damage=12 | base-aim=85 | base-crit=30 | base-will=0 | base-defense=0 | base-dr=1 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Recon_LWR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Transform|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Transform&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened (When Closed)&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HEAT AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#HEAT Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;HEAT Warheads&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=5, 7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+2 | boost-armor-hp=+2 | boost-overall-hp=+4 | boost-damage=+3 | boost-aim=+10 | boost-crit=+10 | boost-will=0 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=+2 | final-overall-hp=+4 | final-damage=+12 | final-aim=+40 | final-crit=+40 | final-will=0 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Cyberdisc Rover | rank1-level=1 | rank1-damage=0 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Cyberdisc Gunship | rank2-level=5 | rank2-damage=+2 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Dreadnought | rank3-level=9 | rank3-damage=+5 | rank3-hp=+20 | rank3-aim=+30 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; will appear with Sectoid escorts, and later with Sectoid Commanders. They are very resilient units that deal high damage and have moderate aim.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their will is a little higher than regular troops, but not stellar, so they are excellent targets for psionic abilities. Chem Grenades are also useful as Mechtoids have a significant amount of flat DR and the corrosion will lower their accuracy.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; grants a massive amount of temporary health. As a result, it is ideal that you find and kill the Sectoid that set up the link (helpfully indicated by the psionic streams) before targeting the Mechtoid.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 20 Meld, 20 Alloys&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Mechtoids have 60% armor converted from health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8 |base-hp=16 | armor-hp=24 | overall-hp=40 | base-damage=10 | base-aim=65 | base-crit=10 | base-will=25 | base-defense=0 | base-dr=5 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentry|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentry&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+2 Lvl (6/10/12)&amp;lt;br&amp;gt;+1 Lvl (8/14) | boost-armor-hp=+2 Lvl (6/10/12)&amp;lt;br&amp;gt;+3 Lvl (8/14) | boost-overall-hp=+4 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=+7 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=+2 | final-overall-hp=+4 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=+28 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Vulcan Mechtoid | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Leviathan Mechtoid | rank2-level=5 | rank2-damage=+6 | rank2-hp=+15 | rank2-aim=+30 | rank2-will=+40 &lt;br /&gt;
|rank3-name=Colossus | rank3-level=9 | rank3-damage=+10 | rank3-hp=+25 | rank3-aim=+50 | rank3-will=+60 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 4&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ABILITY VENGEANCE.png|24px]]&lt;br /&gt;
|skill1-text=Melee Attack&lt;br /&gt;
|skill2-img=[[File:ALIEN BULLRUSH.png|24px]]&lt;br /&gt;
|skill2-text=Bull Rush&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; commonly appear as Squad Leaders, meaning the first Berserkers you see could be very dangerous.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids and Zombies, anything you can do to slow down a Berserker will greatly reduce its threat. They are &#039;&#039;Hardened&#039;&#039; and as such, will have a reasonable amount of DR. They are particularly weak to psionics due to their low will (though the leader Berserkers are not so susceptible). Concussing a Berserker will reduce its movement range to well below Concussion throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill.&lt;br /&gt;
&lt;br /&gt;
Also, like Chryssalids, their attacks will penetrate all DR so high DR units are not effective in negating their attacks.&lt;br /&gt;
&lt;br /&gt;
Berserker Leaders have the &#039;&#039;Overpower&#039;&#039; ability, which grants them an overpowering aura. Non-SHIV XCOM units within their line of sight perform a will test against their will after each move or action taken. Failing this will test ends the unit&#039;s turn immediately. This means low will multi-action units are much less effective when there is a Berserker leader present. This can be countered with psionics, either by reducing their will or causing them to panic. Additionally, the &#039;&#039;Steadfast&#039;&#039; ability (can be gained by equipping an alien trophy) grants some resistance to being overpowered.&lt;br /&gt;
&lt;br /&gt;
Be careful staying in cover near a Berserker as it may encourage a &#039;&#039;Bull Rush&#039;&#039; attack, destroying the cover and dealing significant damage from range. This is doubly true if they have benefited from a blood call as their mobility will be quite extreme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 2 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Berserkers have 30% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10 |base-hp=16 |armor-hp=6 |overall-hp=22 | base-damage=10&amp;lt;br&amp;gt;[Full Penetration] | base-aim=100 | base-crit=0 | base-will=10 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN BLOODLUST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bloodlust|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bloodlust&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Intimidate|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Intimidate&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Indomitable|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Indomitable&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Muscle Fiber Density Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Muscle Fiber Density|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Muscle Fiber Density&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=6, 8, 10, 12, 14 | boost-mobility=+0.6 | boost-base-hp=+5-6 | boost-armor-hp=+2-3 | boost-overall-hp=+8 | boost-damage=+2 | boost-aim=0 | boost-crit=0 | boost-will=+4 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=+2.4 | final-base-hp=+4 | final-armor-hp=+5-6 | final-overall-hp=+2-3 | final-damage=+8 | final-aim=0 | final-crit=0 | final-will=+16 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Alpha Berserker | rank1-level=1 | rank1-damage=+3 | rank1-hp=+10 | rank1-aim=0 | rank1-will=+10 &lt;br /&gt;
|rank2-name=Juggernaut | rank2-level=5 | rank2-damage=+6 | rank2-hp=+30 | rank2-aim=0 | rank2-will=+20 &lt;br /&gt;
|rank3-name=Mongo | rank3-level=9 | rank3-damage=+9 | rank3-hp=+60 | rank3-aim=0 | rank3-will=+100 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Iron Skin Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Iron Skin|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Iron Skin&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC_ABSORTION_FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Kinetic Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Kinetic Dampening&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:HEAVY SUPPRESSION.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Suppression|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Suppression&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill3-text=Overwatch&lt;br /&gt;
|skill4-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Hunker Down|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Hunker Down&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are looking similar to Mutons, but with a red armor and a helmet.&lt;br /&gt;
&lt;br /&gt;
They have a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and they still benefit from &#039;&#039;Blood Call&#039;&#039;. Their leaders have the &#039;&#039;Shredder&#039;&#039; ability which means your units should take care to avoid their shots.&lt;br /&gt;
&lt;br /&gt;
They are even sturdier then their regular and berserker counterparts as they have more defensive perks and more innate DR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Muton Elites have 60% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.0 |base-hp=12 |armor-hp=16 |overall-hp=28 | base-damage=10 | base-aim=70 | base-crit=0 | base-will=30 | base-defense=0 | base-dr=4 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY WILLTOSURVIVE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Will to Survive|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Will to Survive&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT KILLERINSTINCT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tenacious Defense|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Tenacious Defense&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Indomitable|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Indomitable&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY_HEAT_AMMO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Penetrator|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Penetrator&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+2 | boost-armor-hp=+3 | boost-overall-hp=+5 | boost-damage=+2 | boost-aim=+8 | boost-crit=0 | boost-will=+6 | boost-defense=0 | boost-dr=+1 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+2 | final-armor-hp=+3 | final-overall-hp=+5 | final-damage=+8 | final-aim=+32 | final-crit=0 | final-will=+24 | final-defense=0 | final-dr=+1 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Muton Elite Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=0 | rank1-will=0 &lt;br /&gt;
|rank2-name=Muton Elite Sentry | rank2-level=3 | rank2-damage=+4 | rank2-hp=+15 | rank2-aim=+5 | rank2-will=+10 &lt;br /&gt;
|rank3-name=Muton Elite Centurion | rank3-level=5 | rank3-damage=+6 | rank3-hp=+25 | rank3-aim=+15 | rank3-will=+30 &lt;br /&gt;
|rank4-name=Muton Elite Praetorian | rank4-level=8 | rank4-damage=+8 | rank4-hp=+35 | rank4-aim=+20 | rank4-will=+70 &lt;br /&gt;
|rank5-name=Bashar | rank5-level=9 | rank5-damage=+10 | rank5-hp=+45 | rank5-aim=+45 | rank5-will=+80 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSECOMBAT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Combat Specialist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Combat Specialist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]],&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT BRINGTHEMON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Bring &#039;Em On|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Bring &#039;Em On&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT AGGRESSION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Aggression|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Aggression&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC VITAL POINT TARGETING.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Vital Point Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Vital Point Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank4-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Neural Damping Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Neural Dampening|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Neural Dampening&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank5-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;,&amp;amp;nbsp;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC_SHOCK_ABSORBENT_ARMOR.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repulsor Plating|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repulsor Plating&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 5&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill3-text=Hunker Down&lt;br /&gt;
|skill4-img=[[File:MindMerge2_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Greater Mind Merge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Greater Mind Merge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill7-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill7-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill8-img=[[File:Neuralfeedback_tga2.png|24px]]&lt;br /&gt;
|skill8-text=[[Abilities List (LWR)#Countercharge|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Countercharge&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill9-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill9-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their early game counterparts, and a substantial step up in terms of difficulty. An unprepared player could easily have their entire squad decimated by a Sectoid Commander. &lt;br /&gt;
&lt;br /&gt;
They carry new psionic abilities as well as much better statistics. Sectoid Commanders are brave, and greatly prefer using psionic abilities over shooting, making them even more effective in their role. They all have the &#039;&#039;Psi Mastery&#039;&#039; ability, and will be able to use multiple psionic abilities each turn.&lt;br /&gt;
&lt;br /&gt;
Their &#039;Distortion&#039; ability makes them very difficult to take down as your damage against them will be significant reduced and split among other aliens within 8 tiles.&lt;br /&gt;
&lt;br /&gt;
Their &#039;&#039;Greater Mind Merge&#039;&#039; is now quite powerful, granting multiple targets both +100 aim and +100 crit in addition to the +25 will and healing. They can also use &#039;&#039;Mind Control&#039;&#039; which will turn one of your soldiers against you.&lt;br /&gt;
 &lt;br /&gt;
Everything considered, these will likely be the most difficult aliens you fight when they are first revealed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectoid Commanders have no armor&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=9.3 |base-hp=8 |armor-hp=0 |overall-hp=8 | base-damage=7 | base-aim=60 | base-crit=0 | base-will=100 | base-defense=0 | base-dr=0 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER LOWPROFILE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Low Profile|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Low Profile&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER_GUNSLINGER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ranger|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ranger&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=7, 9, 11, 13 | boost-mobility=0 | boost-base-hp=+1 | boost-armor-hp=0 | boost-overall-hp=+1 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=+20 | boost-defense=0 | boost-dr=0 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1 | final-armor-hp=0 | final-overall-hp=+1 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=+80 | final-defense=0 | final-dr=0 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectoid Lieutenant Commander | rank1-level=1 | rank1-damage=+3 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Sectoid General | rank2-level=5 | rank2-damage=+5 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Great Reticulan | rank3-level=9 | rank3-damage=+8 | rank3-hp=+15 | rank3-aim=+30 | rank3-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY BULLETSWARM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Light &#039;Em Up|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Light &#039;Em Up&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT DEEPPOCKETS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Lock N&#039; Load|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Lock N&#039; Load&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT SENTINEL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentinel|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentinel&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|ammo=5&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:ALIEN CANNONFIRE.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Cannon Fire|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cannon Fire&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ALIEN CLUSTERBOMB.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Cluster Bomb|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Cluster Bomb&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sectopods&#039;&#039;&#039; are massive mechanical war machines. They represent one of the two late game enemies that are extremely dangerous. Taking them down without suffering casualties may not be possible. As with all aliens, their strength and power progresses with time, making them even more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
They have 3 main attacks: their chest cannon, their green turret cannon, and their cluster bomb rockets. The green turret cannon does -50% weapon damage and will activate for reaction shots. &lt;br /&gt;
&lt;br /&gt;
The cluster bomb rockets will require a turn to prepare. When they prepare, there will be a popup warning you of the imminent attack and a target location. On the next turn, the attack will deal half damage multiple times in a 5 tile radius area to a spot within 5 tiles of the target location (thus, the damage could reach up to 10 tiles from the target location).  Note that this attack may break through any roof or ceiling so being inside is not guaranteed to protect a unit.&lt;br /&gt;
&lt;br /&gt;
Sectopods are not inhibited by terrain. As such, they can and will break down walls and terrain as they move. This makes it difficult to use cover to try to block line of sight as they will often just walk through the cover.&lt;br /&gt;
&lt;br /&gt;
Sectopods have extremely high damage and extremely high aim. Tanking their shots should only be done by very resilient units, and they will still likely lose the majority of their health.&lt;br /&gt;
&lt;br /&gt;
Not only do they output incredible offensive power, their HP and flat DR is extremely high. It is almost mandatory to bring some form of corrosion when fighting them in order to do reasonable amounts of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 80 Alloys&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Sectopods have 60% armor converted from their health&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8.0 |base-hp=18 | armor-hp=27 | overall-hp=45 | base-damage=16 | base-aim=90 | base-crit=10 | base-will=0 | base-defense=0 | base-dr=8 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY REPAIRSHIV.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Robotic|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Robotic&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:FLASHBANG GRENADE ICON.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Death Explosion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Death Explosion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ABILITY HARDENED.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hardened|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hardened&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ABSORTION FIELDS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Absorption Fields|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Absorption Fields&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC DAMAGE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Damage Control|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Damage Control&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+2 Lvl (8/10/14)&amp;lt;br&amp;gt;+1 Lvl (12) | boost-armor-hp=+2 Lvl (8/10/14)&amp;lt;br&amp;gt;+3 Lvl (12) |boost-overall-hp=+4 | boost-damage=+4 | boost-aim=+10 | boost-crit=0 | boost-will=0 | boost-defense=0 | boost-dr=+1.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+1 |final-armor-hp=+3 | final-overall-hp=+4 | final-damage=+16 | final-aim=+40 | final-crit=0 | final-will=0 | final-defense=0 | final-dr=+1.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Sectopod Destroyer | rank1-level=1 | rank1-damage=+2 | rank1-hp=+10 | rank1-aim=+10 | rank1-will=0 &lt;br /&gt;
|rank2-name=Sectopod Titan | rank2-level=5 | rank2-damage=+6 | rank2-hp=+20 | rank2-aim=+20 | rank2-will=0 &lt;br /&gt;
|rank3-name=Atlas | rank3-level=9 | rank3-damage=+10 | rank3-hp=+30 | rank3-aim=+40 | rank3-will=0 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER OPPORTUNIST.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Opportunist|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Opportunist&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER SQUADSIGHT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Squadsight|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Squadsight&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MindMerge2_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Hive Mind|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Hive Mind&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REPAIR SERVOS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Repair Servos|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Repair Servos&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC REACTIVE TARGETING SENSORS.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Reactive Targeting Sensors|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Reactive Targeting Sensors&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 6&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|ammo=3&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:Standard_tga2.png|24px]]&lt;br /&gt;
|skill1-text=Standard Shot&lt;br /&gt;
|skill2-img=[[File:Icon_OVERWATCH_HTML_tga.png|24px]]&lt;br /&gt;
|skill2-text=Overwatch&lt;br /&gt;
|skill3-img=[[File:ABILITY ALIENGRENADE.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Alien Grenade|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Alien Grenade&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:ABILITY FLIGHT.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Flight|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Flight&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:ALIEN LAUNCH.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Launch|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Launch&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:TakeCover_tga2.png|24px]]&lt;br /&gt;
|skill6-text=Hunker Down&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is a significant improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades.&lt;br /&gt;
&lt;br /&gt;
They also have &#039;&#039;Critical System Targeting&#039;&#039; and hit quite hard (often with high aim due to elevation), so tanking their shots with mechanical units is quite costly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 10 Meld&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy Floaters have 50% armor converted from their health.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=8 |base-hp=10 |armor-hp=10 |overall-hp=20 | base-damage=8 | base-aim=65 | base-crit=10 | base-will=20 | base-defense=0 | base-dr=2 | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY RAPIDREACTION.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sentry|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sentry&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN INTIMIDATE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Indomitable|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Indomitable&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Critical System Targeting|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Critical System Targeting&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER DGG.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Impact|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Impact&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT TACTICALSENSE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tactical Mobility|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tactical Mobility&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=8, 10, 12, 14 | boost-mobility=0 | boost-base-hp=+3 Lvl (8/12)&amp;lt;br&amp;gt;+2 Lvl (10/14) | boost-armor-hp=+2 Lvl (8/12)&amp;lt;br&amp;gt;+3 Lvl (10/14) | boost-overall-hp=+5 | boost-damage=+2 | boost-aim=+5 | boost-crit=0 | boost-will=+6 | boost-defense=0 | boost-dr=+0.5 | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+3 | final-armor-hp=+2 |final-overall-hp=+5 | final-damage=+8 | final-aim=+20 | final-crit=0 | final-will=+24 | final-defense=0 | final-dr=+0.5 | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Heavy Floater Squad Leader | rank1-level=1 | rank1-damage=+2 | rank1-hp=+5 | rank1-aim=+10 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Aircobra | rank2-level=5 | rank2-damage=+6 | rank2-hp=+10 | rank2-aim=+20 | rank2-will=+30 &lt;br /&gt;
|rank3-name=Archon | rank3-level=9 | rank3-damage=+10 | rank3-hp=+25 | rank3-aim=+40 | rank3-will=+90 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC AUTOMATED THREAT ASSESSMENT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Awareness|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Awareness&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY HOLO.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Holo Rounds|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Holo Rounds&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:MEC ADVANCED FIRE CONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Ready For Anything|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Ready For Anything&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT CLOSEPERSONAL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Close Encounters|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Close Encounters&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SNIPER EXECUTIONER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Executioner|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Executioner&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank3-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN OVERLOAD.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Tandem Warheads|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Tandem Warheads&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY MAYHEM.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Mayhem|&amp;lt;span style=&amp;quot;color:#333;font-size:0.9em;&amp;quot;&amp;gt;Mayhem&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Hyper_Reactive_Pupils_Gene_Mod_(EU2012).png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Advanced Perception|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Advanced Perception&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:pheromones_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Grit|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Grit&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:HEAVY SHREDDER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Shredder|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Shredder&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ASSAULT RESILLIENCE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Fortified|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Fortified&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; padding-left:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Unit Stat Box LWR&lt;br /&gt;
|appears=Level 7&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|ammo=unlimited&lt;br /&gt;
}}&lt;br /&gt;
{{Unit Stat Skills LWR&lt;br /&gt;
|skill1-img=[[File:psi_lance_tga2.png|24px]]&lt;br /&gt;
|skill1-text=[[Abilities List (LWR)#Psi Lance|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Lance&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill2-img=[[File:PSIMINDCONTROL.png|24px]]&lt;br /&gt;
|skill2-text=[[Abilities List (LWR)#Mind Control|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Control&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill3-img=[[File:PSI_Panic_tga2.png|24px]]&lt;br /&gt;
|skill3-text=[[Abilities List (LWR)#Psi Panic|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psi Panic&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill4-img=[[File:PSI_MindFray_tga2.png|24px]]&lt;br /&gt;
|skill4-text=[[Abilities List (LWR)#Mind Fray|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Mind Fray&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill5-img=[[File:psi_rift_tga2.png|24px]]&lt;br /&gt;
|skill5-text=[[Abilities List (LWR)#Rift|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Rift&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|skill6-img=[[File:Psi drain tga2.png|24px]]&lt;br /&gt;
|skill6-text=[[Abilities List (LWR)#Psychic Storm|&amp;lt;span style=&amp;quot;color: #000;&amp;quot;&amp;gt;Psychic Storm&amp;lt;/span&amp;gt;]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Ethereals&#039;&#039;&#039; are the floating psionic leaders of the alien race -- they represent the pinnacle of danger a Commander will encounter. Using a Psionic Lance attack that does damage based on will and hit chance based on aim, as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness. Moreover,  with &#039;&#039;Psi Mastery&#039;&#039; they can perform 2 attacks each turn.&lt;br /&gt;
&lt;br /&gt;
Just like Sectoid Commanders they have the &#039;&#039;Distortion&#039;&#039; ability, reducing any damage dealt to them. They also regenerate health, have innate defense, and the &#039;&#039;Overpower&#039;&#039; ability. Overall, this makes them extremely resilient.&lt;br /&gt;
&lt;br /&gt;
They are the other late game enemy that is extremely dangerous and likely to cause fatalities and/or full squad defeats. Fighting an ethereal often results in a pyrrhic victory, if a victory at all. Take great care when engaging one as there are no aliens more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bounty&#039;&#039;&#039;: 40 Elerium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Ethereals have no armor.&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat Table (LWR)&lt;br /&gt;
| base-level=1 | base-mobility=10.6 |base-hp=22 |armor-hp=0 |overall-hp=26 | base-damage=0 | base-aim=100| base-will=130 | base-crit=0 | base-defense=50 | base-dr=10 regen | base-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Psi drain tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Insentient Crush|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Insentient Crush&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:PSIMINDCONTROL.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Psi Mastery|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Psi Mastery&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:distortion_field_tga2.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Distortion|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Distortion&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:ALIEN_IMPLANT.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Overpower|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Overpower&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:CoverFire_tga.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Deflection Shield|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Deflection Shield&amp;lt;/span&amp;gt;]],&amp;amp;nbsp;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:BATTLEFATIGUE.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Adaptive Bone Marrow|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Adaptive Bone Marrow&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| boost-level=9, 11, 13 | boost-mobility=0 | boost-base-hp=+5 | boost-armor-hp=0 | boost-overall-hp=+10 | boost-damage=+4 | boost-aim=+20 | boost-crit=0 | boost-will=+30 | boost-defense=0 | boost-dr=+5 regen | boost-perks=&lt;br /&gt;
|final-level=15 | final-mobility=0 | final-base-hp=+5 | final-armor-hp=0 | final-overall-hp=+10 | final-damage=+16 | final-aim=+80 | final-will=+30 | final-crit=0 | final-defense=0 | final-dr=+5 regen | final-perks=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Alien Stat (Leader) Table (LWR)&lt;br /&gt;
|rank1-name=Etheral Primus | rank1-level=1 | rank1-damage=+2 | rank1-hp=+4 | rank1-aim=0 | rank1-will=+20 &lt;br /&gt;
|rank2-name=Ethereal Overmind | rank2-level=9 | rank2-damage=+6 | rank2-hp=+8 | rank2-aim=0 | rank2-will=+50 &lt;br /&gt;
| rank1-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:SUPPORT_SPRINTER.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Sprinter|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Sprinter&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| rank2-perks=&amp;lt;div style=&amp;quot;display:inline-block;&amp;quot;&amp;gt;[[File:Fire In The Hole.png|24px]]&amp;amp;nbsp;[[Abilities List (LWR)#Combined Arms|&amp;lt;span style=&amp;quot;color:#333; font-size:0.9em;&amp;quot;&amp;gt;Combined Arms&amp;lt;/span&amp;gt;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=106632</id>
		<title>Missions (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LWR)&amp;diff=106632"/>
		<updated>2022-03-18T23:09:03Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Rewards */ Overlooked Campaign length modified value&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;
When a mission appears in the Mission Control room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions.&lt;br /&gt;
&lt;br /&gt;
Any soldier lost will have a 10% chance to lose each piece of equipment (from 40% in LW 1.0).&lt;br /&gt;
&lt;br /&gt;
= Squad Sizes =&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_M-F.png|left|256px|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squad sizes&#039;&#039;&#039; in Long War Rebalance vary depending on the mission type. Unlike, LW 1.0, they can not be increased through Officer Training School upgrades. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;We are Legion (#25)&#039;&#039;&#039; Second Wave option allows bringing 2 additional soldiers on all Covert Op missions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Mission Type&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; | Squad Size&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | UFO Sites, DLC Missions, and Base Assaults&lt;br /&gt;
|| 8&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Abduction, Council, Terror, and Covert Op Data Recovery Missions&lt;br /&gt;
|| 6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Covert Op Extractions&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Temple Assault&lt;br /&gt;
|| 12&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Rewards =&lt;br /&gt;
&lt;br /&gt;
All missions reward bounties for most aliens killed and usually some form of panic reduction for a successful mission. Most missions will have meld canisters that yield meld if collected. UFO Missions and Alien Base Assaults reward extra scavenged resources of alloy (based on the type of UFO) and elerium (based on recovered UFO Power Cylinders). Council missions will have set rewards that can include scientists, engineers, credits, panic reduction, and reward soldiers. &lt;br /&gt;
&lt;br /&gt;
Any abduction, terror, or council mission that is completed in under 10 turns has a chance (10% per turn under 10) to have the council offer a 100-200 credit bonus (double on council missions).&lt;br /&gt;
&lt;br /&gt;
All of these rewards will increase in value by 5% per month of the campaign and are modified based on the campaign length.&lt;br /&gt;
&lt;br /&gt;
=Abductions=&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:520px;float:right;&amp;quot;&amp;gt;[[File:LWRabduction.jpg|right|500px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; credits/scientists/engineers/soldiers (see below), -2 panic in country, and -2 panic in continent (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +4 [[Alien_Level_(LWR)|alien research]], +4 country panic, and +2 continent panic (modified by current country panic) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 12 hours&lt;br /&gt;
&lt;br /&gt;
Alien Abductions are generated by an Abductor and are an [[Alien_Missions_(LWR)#Abduction|Alien Mission]] that occurs a few times a month (depending on Campaign Length) but decreases in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
Each time the aliens successfully land an abductor on an abduction mission XCOM will be notified, regardless of where in the world they land. The aliens will attempt 2 sets of 2 abductions spaced a day apart (upped to 2 sets of 3 abductions at 6 months in). XCOM will only be able to respond to 1 of the abductions as the others will expire after one is attempted, so a commander must choose wisely.&lt;br /&gt;
&lt;br /&gt;
The maps for each abduction will be chosen randomly, but smaller maps will be filtered out of more dense abductions.&lt;br /&gt;
&lt;br /&gt;
The density of the abduction is determined on the Light(0) -&amp;gt; Moderate(1) -&amp;gt; Heavy(2) -&amp;gt; Swarming(3) scale as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Density = 3 - &#039;&#039;Rand&#039;&#039;(5) + Country Panic(out of 100)/33&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 If density is Light(0) or Swarming(3), 75% of the time push the density back to Moderate(1) or Heavy(2), respectively.&lt;br /&gt;
 Highest density is capped at Moderate(1) for the first month and Heavy(2) for the 2nd month&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at the abduction site depends on the density of the abduction and other factors:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:640px;float:right;&amp;quot;&amp;gt;[[File:LWRAbductionOption.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Light || 7-9&lt;br /&gt;
|- &lt;br /&gt;
|| Moderate || 9-11&lt;br /&gt;
|- &lt;br /&gt;
|| Heavy || 11-13&lt;br /&gt;
|- &lt;br /&gt;
|| Swarming || 13-15&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (50|80)%&lt;br /&gt;
|| +1 | +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Under the &#039;&#039;&#039;alien activity&#039;&#039;&#039; display (see image on right) it will list the density of the abduction, the current level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to alien resources being high, increased alien leader levels due to alien aggression being high, or increased aliens due to Incursion Strength being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means two of the previous items, three means all three.&lt;br /&gt;
&lt;br /&gt;
An abduction which is not stopped by XCOM causes panic in the target country and continent, and provides the aliens with additional research. The panic increase is higher if the abduction was conducted in a country with less panic.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Panic in Abduction Country&lt;br /&gt;
! style=&amp;quot;padding: 0 15px;&amp;quot; | Country and Continent Panic Amount&lt;br /&gt;
|- &lt;br /&gt;
|| 0-20&lt;br /&gt;
|| +18&lt;br /&gt;
|- &lt;br /&gt;
|| 21-40&lt;br /&gt;
|| +12&lt;br /&gt;
|- &lt;br /&gt;
|| 41-100&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
|| Campaign Length&lt;br /&gt;
|| x2 / x1 / x0.5 / x0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing an abduction mission has a chance to grant a reward of credits, scientists, engineers, or a soldier, each with the following amounts:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Reward&lt;br /&gt;
! Amount&lt;br /&gt;
|- &lt;br /&gt;
|| Credits&lt;br /&gt;
|| (80 + &#039;&#039;Rand&#039;&#039;(40)) * (1 + month/10) * Abduction Density (1.0/1.2/1.5/1.9) * Campaign Length (2/1/0.5/0.25)&lt;br /&gt;
|- &lt;br /&gt;
|| Scientists&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 40% chance for 1-3 plus a 2nd 40% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 40% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 40% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 40% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (2/1/0.5/0.25)&amp;lt;br&amp;gt;Final Result increased by 5% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Engineers&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;Light or Denser&#039;&#039;&#039;&#039;&#039;: a 40% chance for 1-3 plus a 2nd 40% chance for 1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Moderate or Denser&#039;&#039;&#039;&#039;&#039;:  another 40% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;Heavy or Denser&#039;&#039;&#039;&#039;&#039;: another 40% chance for +1-3&amp;lt;br&amp;gt;&#039;&#039;&#039;Swarming&#039;&#039;&#039;: another 40% chance for +1-3&amp;lt;br&amp;gt;Chances multiplied by Campaign Length (2/1/0.5/0.25)&amp;lt;br&amp;gt;Final Result increased by 5% per month&amp;lt;br&amp;gt;Minimum of 1&lt;br /&gt;
|- &lt;br /&gt;
|| Soldier&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Soldier Rank = Month/3 + &#039;&#039;Rand&#039;&#039;[2 * Abduction Density (1/2/3/4)]&amp;lt;br&amp;gt;Clamped between 0 and the lower of the # of months that have passed or your highest ranked soldier (0-7), and then set to at least 1 (Specialist)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that soldier rewards are NOT modified by campaign length to accommodate for more soldiers lost on longer campaigns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Terror Sites=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 20 credits per civilian saved (modified by Campaign Length) (+5% per month), reduced country and continent panic (possibly increased panic if not enough civilians saved) (modified by Campaign Length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Loss of Country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 8 hours&lt;br /&gt;
&lt;br /&gt;
During Terror Missions you are required to eliminate all hostiles and save as many of the 18 civilians that you can. Aliens, who are active, but can see no XCOM soldiers, will target civilians. As well, each inactivated pod will have a chance to kill multiple civilians every turn that passes. This means that XCOM should try to engage all pods quickly and stay within sight of active aliens as much as possible if they want to minimize casualties. This can lead to some unwinnable situations though, so the balance between being aggressive and saving civilians vs being cautious and saving XCOM will likely vary mission to mission.&lt;br /&gt;
&lt;br /&gt;
Terror missions will automatically generate 30 panic in the target country, and 8 panic across the same continent. However, each civilian saved will decrease the panic generated by the mission by 2 in the target country and 0.6 across the continent. Additionally, each civilian saved in a country that has NOT left the Council of Nations will award 40 credits. Both the panic alterations and bonus credits are modified by campaign length (2.0/1.0/0.5/0.25). The credit reward increases by 10% each month.&lt;br /&gt;
&lt;br /&gt;
A Terror Site which is not stopped by XCOM causes the target country to immediately leave the Council of Nations and generates 20 continental panic (modified by Campaign Length).&lt;br /&gt;
&lt;br /&gt;
Terror Sites are generated by a UFO, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.&lt;br /&gt;
&lt;br /&gt;
The number of Terror Site missions decrease in frequency by 5% (multiplicatively) each month that passes.&lt;br /&gt;
&lt;br /&gt;
All pods on terror missions will have a guaranteed leader and the leader levels are increased by 2 during terror missions.&lt;br /&gt;
&lt;br /&gt;
The first Terror Site will contain:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 800px;&amp;quot;&amp;gt;&lt;br /&gt;
 2 Chryssalids, 3 Zombies, and a pod of: 4-6 Floaters, 4-6 Thinmen, 4-6 Sectoids or 4-6 Mutons. 9-11 enemies total. (The number of aliens in the random enemy pod may be related to the month in which the first terror mission occurs.)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number of aliens at subsequent Terror Sites is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 10px;&amp;quot; | Condition&lt;br /&gt;
! Number of Aliens&lt;br /&gt;
|- &lt;br /&gt;
|| Base Amount&lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | 2-3 Chryssalids plus either 2-3 Chryssalids or 3-5 Zombies&lt;br /&gt;
|- &lt;br /&gt;
|| Extra Aliens&lt;br /&gt;
|| +6&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Alien Resources exceeds (50|80)%&lt;br /&gt;
|| +1 | +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=UFO Sites=&lt;br /&gt;
&lt;br /&gt;
UFO sites are unique missions in that they will always have a command pod consisting of one or more outsiders and possibly one or more thinmen. These outsiders have the &#039;&#039;&#039;growth&#039;&#039;&#039; perk meaning waiting to engage them can result in them becoming very strong. As well, any activated outsiders will call all other enemies on the map to their location, making dealing with multiple pods quite common. The choice of whether to engage the outsiders early when they are weak or to clear out the rest of the map first is up to the commander.&lt;br /&gt;
&lt;br /&gt;
In November and December of the first year, some (50%) UFO sites will have a guaranteed Sectoid Commander.  In January of the 2nd year and beyond, this will be an Ethereal instead of a Sectoid Commander.&lt;br /&gt;
&lt;br /&gt;
After a UFO mission the player has the option to send additional salvage teams (at a cost). They will yield additional alloy and elerium with a random cost proportional to the size of the resource haul.&lt;br /&gt;
&lt;br /&gt;
== UFO Class ==&lt;br /&gt;
&lt;br /&gt;
[[File:Ufoinfo.png|right]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;UFO Class&#039;&#039;&#039; (see image on right) will list the type of UFO (unknown will show a ?), current level of the aliens, boosted level of the aliens, as well as give 1 or 2 &#039;&#039;&#039;+&#039;&#039;&#039; signs. &lt;br /&gt;
&lt;br /&gt;
The boosted level of the aliens (number in brackets beside the current alien level) will only increase the attribute boosts from level upgrades that aliens receive. This means you will still fight the same enemies, but they may have increased attributes. The boosted level does not affect what types of enemies will be present or the leader levels (though a larger UFO class will lead to higher level aliens).&lt;br /&gt;
&lt;br /&gt;
Leader levels of aliens on UFOs are independently increased based on UFO class as described here: [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|Leader Levels]].&lt;br /&gt;
&lt;br /&gt;
One &#039;&#039;&#039;+&#039;&#039;&#039; sign means that there is either increased aliens due to incursion strength being high or increased alien leader levels due to alien aggression being high.  Two &#039;&#039;&#039;+&#039;&#039;&#039; signs means both.&lt;br /&gt;
&lt;br /&gt;
==UFO Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (with damage), -2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
When a UFO is shot down and not destroyed, a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO; however, a crashed UFO may have some of it&#039;s precious artifacts destroyed or damaged.&lt;br /&gt;
&lt;br /&gt;
Enemies on crashed UFOs will sometimes receive a wound. The amount of aliens killed or wounded on a crash is random, with 50% of units rolling to be wounded from 25-75% of their HP.&lt;br /&gt;
&lt;br /&gt;
==UFO Landing Site==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:330px;float:right;&amp;quot;&amp;gt;[[File:Outsider600.jpg|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; UFO equipment and resources (pristine), -2 panic in country&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 panic in country, UFO mission completion&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 16 hours&lt;br /&gt;
&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to &#039;&#039;let&#039;&#039; NOE-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact flight computers and power sources. On the other hand, it may be on a bombing mission. Successfully assaulting a landed UFO will also stop the alien mission from being completed.&lt;br /&gt;
&lt;br /&gt;
The command pod may not be on the bridge. This is so you won&#039;t know exactly where this pod is, and thus won&#039;t be able to prepare a blitzkrieg to take it out.&lt;br /&gt;
&lt;br /&gt;
Landed UFOs are both more difficult and more rewarding than crashed UFOs. This is because there are no enemies killed or wounded and none of the alien artifacts on the UFO will start damaged. Undamaged UFO power source cylinders are one of the best sources of elerium.&lt;br /&gt;
&lt;br /&gt;
=Council Missions=&lt;br /&gt;
&lt;br /&gt;
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. Airdrop spawns may be random, and include enemies other than Thin Men.&lt;br /&gt;
&lt;br /&gt;
Council missions will occur every 15-30 days (modified by campaign length).&lt;br /&gt;
&lt;br /&gt;
Drop-in aliens will increase based on difficulty and for each month that has passed.&lt;br /&gt;
&lt;br /&gt;
==Site Recon==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Trigger the air strike and reach the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, bonus +200 mission xp&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
The Chryssalid Hive is not exclusively populated by Shark-lids and free-roaming Chryssalids anymore. You may find other aliens have been invited to the party too. Keep an eye on your ammo and move your troops carefully. Unlike vanilla, think twice before skipping this mission lest you be punished for your negligence.&lt;br /&gt;
&lt;br /&gt;
Note that you cannot recover any corpses from the mission.&lt;br /&gt;
&lt;br /&gt;
==Target Extraction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Variable, Van Doorn, Friendly, Watson, Green&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Rescuing Peter Van Doorn will now add him to your roster. Just remember that it&#039;s not fair if he has all the fun.&lt;br /&gt;
&lt;br /&gt;
==Target Escort==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; VIP reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Credits, possibly Carlock, possibly reduced panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Escort Dr. Marazuki, Sgt. Carlock or Mr. Thorne to the Skyranger, while killing all hostiles.&lt;br /&gt;
&lt;br /&gt;
==Asset Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Kill all aliens&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
Eliminate all hostiles and secure the asset.&lt;br /&gt;
&lt;br /&gt;
==Bomb Disposal==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Defuse the bomb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Scientists, Engineers, Significant Credits, -20 country panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; +15 country panic, +5 continent panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 2 hours&lt;br /&gt;
&lt;br /&gt;
With the help of power nodes to gain time, find the Bomb and deactivate it.&lt;br /&gt;
&lt;br /&gt;
=DLC Missions=&lt;br /&gt;
&lt;br /&gt;
The DLC missions include the Slingshot and Progeny missions. Each DLC consists of a set of 3 missions which require success on each previous mission in order for the next to spawn.&lt;br /&gt;
&lt;br /&gt;
The date for the DLC missions to occur in LWR is somewhat randomized and not predictable.&lt;br /&gt;
&lt;br /&gt;
==Slingshot==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Zhang_Face2.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Friends in Low Places&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]], a Triad operative from China, has decided to defect to XCOM and is requesting pickup. He brings with him a mysterious briefcase containing alien technology.&lt;br /&gt;
&lt;br /&gt;
Zhang must be [[Missions_(EU2012)#Escort|escorted]] to the extraction zone through a graveyard. Completing this mission sees Zhang join [[XCOM_(EU2012)|XCOM]]. The opposition consists mostly of Thin Men, but may also contain Sectoids, Chryssalids, and Seekers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Zhang reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Confounding_Light.png|180px]]&lt;br /&gt;
!Confounding Light&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The equipment provided by Zhang proves to be navigational aids for an alien battleship approaching China. XCOM must plant these beacons on a train to send it off-course.&lt;br /&gt;
&lt;br /&gt;
This mission plays similar to a bomb disposal, in that your units must &amp;quot;activate&amp;quot; transponders on the train before finally heading to the engine cabin and having it leave the station. There is a time limit of 10 turns (which is &#039;&#039;not&#039;&#039; extended as you proceed). Opposition can vary, but mostly consists of Thin Men and Mutons. Note that with all transponders activated, reaching the engine cabin controls on the train immediately ends the mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the engine cabin controls with all transponders activated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Gangplank.png|180px]]&lt;br /&gt;
!Gangplank&lt;br /&gt;
| style=&amp;quot;padding: 6px 18px;&amp;quot; |The alien battleship has been brought low, and XCOM plans to capture the whole thing from the air. Your squad must move through the ship, disabling its engines to bring it to the ground with minimal damage. This can either be done in a manner similar to bomb diffusing or via the use of explosives.&lt;br /&gt;
&lt;br /&gt;
This mission rewards XCOM with 2 Fusion Cores required for certain advanced technology. Opposition mostly consists of mostly Mutons, Cyberdiscs, and Thinmen, some of which will drop from behind XCOM as they progress through the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Progeny==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:PortentOverhead.png|180px]]&lt;br /&gt;
! style=&amp;quot;width:100px; padding: 6px 18px;&amp;quot; |Portent&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The Council has been monitoring unusual reports about a hijack attempt on an unauthorized French military convoy. Although the alleged perpetrators were human, our intel indicates the aliens may also have been in the area. If true, this raises a number of questions about the &#039;&#039;cargo&#039;&#039; being moved. We&#039;ll need a squad to investigate; Central should have our complete report momentarily.&lt;br /&gt;
&lt;br /&gt;
A French military convoy was caught in an ambush. The convoy&#039;s current status is unknown. Be prepared for anything.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Anton Smits join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Anton Smits reaches the EVAC zone&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:XCOM EW ProgenyCharacter.png|180px]]&lt;br /&gt;
!Deluge&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The surviving EXALT operative has provided additional intel on the location of our missing transport vehicle, and not a moment too soon. It appears the aliens have cornered the truck on a dam in eastern France. If we&#039;re going to recover the cargo, we&#039;ll need to act fast.&lt;br /&gt;
&lt;br /&gt;
The transport is stopped on a dam in France; it&#039;s likely the aliens have sabotaged the structure. They clearly consider this transport to be high value. Expect substantial opposition.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has Annette Durand join XCOM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; A soldier reaches the convoy where Annette Durand awaits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Furiestanks.png|180px]]&lt;br /&gt;
!Furies&lt;br /&gt;
| style=&amp;quot;padding: 10px 18px;&amp;quot; |The intelligence provided by Annette indicates the aliens are attempting to transfer at least three other captives in a remote area near the Alps. If each of these abductees harbors the same potential that Annette has demonstrated, it is imperative we do not allow the aliens to keep them captive.&lt;br /&gt;
&lt;br /&gt;
The aliens are holding Annette&#039;s fellow abductees on their ship and will not easily let them go. Secure the captives as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
Success on this mission has the Furies join XCOM (depending upon who was saved).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All aliens are eliminated&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Exalt Missions=&lt;br /&gt;
&lt;br /&gt;
Exalt missions will be unique in that they will consist almost entirely of Exalt soldiers. These soldiers are more similar to XCOM in their strength and weaknesses. As well, they will often require a covert operative to be planted on the mission before the missions begins. &lt;br /&gt;
&lt;br /&gt;
Covert Operatives are restricted to: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 350px;&amp;quot;&amp;gt;&lt;br /&gt;
 Scouts, Infantry, Medics, and Engineers&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Covert Operatives have the perk:&lt;br /&gt;
&lt;br /&gt;
{{Quick Draw (LWR) |align=left |text=1}}&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Data Recovery==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Transmitter is not destroyed and all Exalt are eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 200 credits, 40 meld (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 country panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
These missions are similar to their vanilla equivalent. You field a squad of five and defend an encoder and transmitter. Exalt Comm arrays are available for your covert operative to hack which will force all exalt on the map to reload before firing again. Reinforcements will continue throughout the mission so be prepared to fight from all flanks.&lt;br /&gt;
&lt;br /&gt;
Due to the constant reinforcements and Exalts desire to rush the encoder and transmitter, an ideal squad for this mission should involve units that can deal a lot of damage (especially to flanked units). This is because if you fail to deal enough damage, the reinforcements may quickly result in you facing unsurmountable numbers of Exalt, forcing you to retreat or die.&lt;br /&gt;
&lt;br /&gt;
The missions starts with 2 medium sized exalt pods. Reinforcements occur every 2 turns starting on the 3rd-4th turn and will occur 3 times.&lt;br /&gt;
&lt;br /&gt;
==Exalt Covert Op Extraction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:420px;float:right;&amp;quot;&amp;gt;[[File:Security Breach Trailer 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; Covert Op reaches the EVAC zone with 3 towers hacked and 2 data sources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 100 credits, 30 meld (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 country panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 48 hours&lt;br /&gt;
&lt;br /&gt;
In this mission type you are limited to only 3 soldiers and your Covert Operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your Covert Operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
You must acquire 2 sets of data from the relays, which will always requiring the hacking of 3 arrays (the 2nd array will always contain no data).&lt;br /&gt;
&lt;br /&gt;
It is advisable to bring units that can help the Covert Operative hack the relays, such as officers or soldiers who have the smoke and mirrors perk and equipped concussion grenades.&lt;br /&gt;
&lt;br /&gt;
The missions starts with 2 small exalt pods. Approaching or activating relays has no effect on triggering reinforcements.&lt;br /&gt;
&lt;br /&gt;
The first set of exalt reinforcements now arrive on turn 5/6/7/8 (on impossible/brutal/classic/normal) and will reinforce again every 3 turns. Each time exalt sends in reinforcements there will be an additional set.&lt;br /&gt;
&lt;br /&gt;
Example on Impossible:&lt;br /&gt;
 1 set on turn 5, 2 sets on turn 8, 3 sets on turn 11, 4 sets on turn 14, and 5 sets on turn 17&lt;br /&gt;
&lt;br /&gt;
Reinforcements will stop completely if you make it to turn 24. Due to the sheer number of possible reinforcements, it is advised to NOT try to fight all of the reinforcements, but simply activate the relays and retreat.&lt;br /&gt;
&lt;br /&gt;
==Exalt Base Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Exalt Base Raid (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condition for Succeeding:&#039;&#039;&#039; All enemies eliminated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1250 credits, Illuminator Gunsight, Cognitive Enchancer, Neuroregulator, 400 meld, -10 Worldwide Panic&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; 4 country panic (modified by campaign length)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The Exalt base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.&lt;br /&gt;
&lt;br /&gt;
The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where Annette&#039;s photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT&#039;s own bootleg Hologlobe. There are paths that reach around on the outside of the building on the perimeter. The roof is accessible. You may have some success firing down through the skylights for the elevated bonus, but the line of sight from the skylights to ground level is quite restrictive.&lt;br /&gt;
&lt;br /&gt;
There are no airdropped EXALT squads.&lt;br /&gt;
&lt;br /&gt;
Expect several squads of EXALT Elite units inside.&lt;br /&gt;
&lt;br /&gt;
Falsely accusing a country of harboring the exalt base will cause a massive spike in panic as well as a significant gain in alien research, so it is unadvised to &amp;quot;guess&amp;quot; where the exalt base is until you know for sure.&lt;br /&gt;
&lt;br /&gt;
= XCOM Defense Missions =&lt;br /&gt;
&lt;br /&gt;
Under certain situations, the aliens will launch attacks against XCOM. &lt;br /&gt;
&lt;br /&gt;
==XCOM Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px; float:right;&amp;quot;&amp;gt;[[File:Base Defense 2 (EU2012).png|right|400px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; -500 credits, all alien captives released, 20% of scientists and engineers slaughtered&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
This mission is always called: Operation Ashes and Temples.&lt;br /&gt;
&lt;br /&gt;
When the aliens have high resources AND high aggression they will come for your base. Your base is assaulted by a UFO - typically a NOE altitude [[UFOs (LWR)#Assault Carrier|Assault Carrier]], but it may have &#039;&#039;backup&#039;&#039; from other craft - which you can see coming and can shoot down, but it&#039;s extremely difficult: when the UFO alert/interception prompt appears, it will say &amp;quot;Warning! Warning! UFO vectoring to XCOM HQ!&amp;quot; on the lesser notifications on the lower-left of the screen. Shooting down that UFO will prevent the assault.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, you will get the chance to select and equip a squad for this mission. You select and equip 8 soldiers, of which a random 5 will be selected at the start. Additional soldiers from this pool will arrive as reinforcements, one automatically and further soldiers can arrive to replace losses. You&#039;ll also get a complement of Blueshirts (new Rookie soldiers). The reinforcements you get do not vary with Blueshirt casualties, only XCOM casualties.&lt;br /&gt;
&lt;br /&gt;
The aliens will drop in to the command center, followed by flyers in the back and drops in to the MEC bay and two waves in the forward access tunnels. Expect this mission to be difficult, though the forces deployed can vary wildly based on RNG. However, always look around and check for the falling dirt to see if any waves are about to drop in the MEC Bay, particularly the upper areas at all four corners. &lt;br /&gt;
&lt;br /&gt;
Failing this mission does not mean the end of XCOM, however it is damaging. The aliens will ransack your base, killing engineers and scientists and destroying credits before regular military arrive and bail you out. This mission will only happen once during a campaign, can only occur after September, and will always occur in the first year.&lt;br /&gt;
&lt;br /&gt;
If you succeed, any surviving Blueshirts will join your roster, retaining any XP they gained during the base defense.&lt;br /&gt;
&lt;br /&gt;
==XCOM Air Base Defense==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:430px;float:right;&amp;quot;&amp;gt;[[File:Base Defense 3 (EU2012).png|400px|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; severe damage and/or destruction of multiple interceptors&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Immediate&lt;br /&gt;
&lt;br /&gt;
In addition to assaulting your base, aliens can now go after your interceptor stations. These missions will only be launched after your air game becomes significantly strong (a Firestorm is built). It will generate similar to an abduction mission, with XCOM soldiers outfitting in the Skyranger as per usual. The map takes place in the previously multiplayer only [[XCOM_HQ_Multiplayer_(EU2012)|Interceptor bay]]. This mission must be completed to avoid severe damage or destruction of your interceptors.&lt;br /&gt;
&lt;br /&gt;
If the Hyperwave Relay is built, the mission notice on the approaching UFO will say &amp;quot;Retaliation&amp;quot;. Be aware you will enter the area through one of the side tunnels in the center of the map, so odds are that there will be aliens in both wings, and can easily be flanked by a wandering pod due to this.&lt;br /&gt;
&lt;br /&gt;
Unlike the XCOM Base Defense, the Air Base Defense mission will not only happen frequently (especially after the player has started fielding plasma weapons) but it is also MUCH easier than the standard Base Defense.&lt;br /&gt;
&lt;br /&gt;
=Storyline Missions=&lt;br /&gt;
&lt;br /&gt;
These missions are required to progress and pass the game. They are significantly easier than their counterparts in LW 1.0 in order to make them less of a roadblock. The exception is the Temple Ship Assault which is significantly harder than LW 1.0 and may be the most difficult mission of a campaign.&lt;br /&gt;
&lt;br /&gt;
==Alien Base Assault==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; 1 Hyperwave Beacon, -10 Alien Research, Alien Aggression to 100%, Incursion Strength to 130%, Recover Country at 55 Panic, -10 Continent Panic, 1 Fusion Core, 4 Alien Surgeries, 15 Alien Stasis Tanks, 10 Alien Foods, 2 Alien Entertainments&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; No specific penalty -- though you will lose the entire squad as you cannot retreat from this mission&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; Does not expire&lt;br /&gt;
&lt;br /&gt;
The 1st alien base is auto-generated when you lose a country in the first month. You need to develop a Skeleton Key, and then place a satellite over an alien occupied country to locate and assault the alien base. With that in mind, you may want to do your first Alien Base Assault as soon as possible, as to face weaker aliens. That way, even if you do lose more countries, but don&#039;t want to risk soldiers attacking another Base, at least you can still progress with the storyline. For the first alien base assault, the most difficult enemy to face will be a sectoid commander (or if it&#039;s really late in the game an ethereal).&lt;br /&gt;
&lt;br /&gt;
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon.&lt;br /&gt;
&lt;br /&gt;
All pods will contain a leader alien and certain alien types will have bonus leader levels. As well, each time you successfully raid an alien base the next alien base will be more fortified with extra aliens.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Previously Successful ABAs&lt;br /&gt;
! Additional Aliens&amp;lt;br&amp;gt;(Not Cumulative)&lt;br /&gt;
! Outsider Shards required &amp;lt;br&amp;gt;for Skeleton Key&lt;br /&gt;
|- &lt;br /&gt;
|| 0 (First Attempt)&lt;br /&gt;
|| None&lt;br /&gt;
|| 1&lt;br /&gt;
|- &lt;br /&gt;
|| 1&lt;br /&gt;
|| Chryssalid pod + Sectoid Commander pod&lt;br /&gt;
|| 2&lt;br /&gt;
|- &lt;br /&gt;
|| 2&lt;br /&gt;
|| Muton Elite pod + Heavy Floater pod&lt;br /&gt;
|| 3&lt;br /&gt;
|- &lt;br /&gt;
|| 3+&lt;br /&gt;
|| Sectopod pod + Ethereal pod&lt;br /&gt;
|| 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px 15px;&amp;quot; | Alien Type&lt;br /&gt;
! Extra Leader Levels&lt;br /&gt;
|- &lt;br /&gt;
|| Chryssalids and Sectoid Commanders&lt;br /&gt;
|| +2&lt;br /&gt;
|- &lt;br /&gt;
|| Muton Elites and Heavy Floaters&lt;br /&gt;
|| +5&lt;br /&gt;
|- &lt;br /&gt;
|| Sectopods and Ethereals&lt;br /&gt;
|| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Overseer Crash Site==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Ethereal Device, UFO equipment and resources&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; None&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; 36 hours&lt;br /&gt;
&lt;br /&gt;
The Overseer contains a significant crew that, while hurt from the crash, will still pack quite a punch. &lt;br /&gt;
&lt;br /&gt;
The enemies you fight will be:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
 1 Ethereal pod&lt;br /&gt;
 1 Sectopod pod&lt;br /&gt;
 1 Heavy Floater pod&lt;br /&gt;
 1 Muton Elite pod&lt;br /&gt;
 1 Outsider pod&lt;br /&gt;
 1 Cyberdisc pod&lt;br /&gt;
 1 Sectoid Commander pod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fail, more overseers will spawn allowing you to attempt one again, so do not feel bad about retreating if you get overwhelmed on a first attempt.&lt;br /&gt;
&lt;br /&gt;
==Temple Ship Assault==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:620px;float:right;&amp;quot;&amp;gt;[[File:TempleShip.png|right|600px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward for Succeeding:&#039;&#039;&#039; Win the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Penalty for Failure:&#039;&#039;&#039; Lose the game!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Expiration Time:&#039;&#039;&#039; ~2 hours&lt;br /&gt;
&lt;br /&gt;
Depending upon how many council nations are still supporting you, your soldiers will receive a significant attribute boost for the final mission:&lt;br /&gt;
&lt;br /&gt;
The squadsize is 12, so expect to bring a large crew.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px;&amp;quot; colspan=&amp;quot;4&amp;quot; | # of Council Nations Supporting XCOM and Soldier Boosts&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 25%&amp;quot; | &#039;&#039;&#039;1&#039;&#039;&#039; || style=&amp;quot;width: 25%&amp;quot; | &#039;&#039;&#039;2&#039;&#039;&#039; || style=&amp;quot;width: 25%&amp;quot; | &#039;&#039;&#039;3&#039;&#039;&#039;  || style=&amp;quot;width: 25%&amp;quot; | &#039;&#039;&#039;4&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 will&amp;lt;br&amp;gt;&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-0.6 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;All soldiers gain +0-8 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || &#039;&#039;&#039;6&#039;&#039;&#039; || &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;All soldiers gain +0-4 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-16 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;All soldiers gain +0-2 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| All soldiers gain +0-0.6 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-4 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-1.3 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;All soldiers gain +0-16 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || &#039;&#039;&#039;11&#039;&#039;&#039; || &#039;&#039;&#039;12&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| All soldiers gain +0-1.3 mobility&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;All soldiers gain +0-8 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-24 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| All soldiers gain +0-1.3 mobility&amp;lt;br&amp;gt;All soldiers gain +0-4 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-12 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-24 will&lt;br /&gt;
|| All soldiers gain +0-1.3 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-6 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-12 aim&amp;lt;br&amp;gt;All soldiers gain +0-24 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2.0 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-6 HP&amp;lt;br&amp;gt;All soldiers gain +0-12 aim&amp;lt;br&amp;gt;All soldiers gain +0-24 will&lt;br /&gt;
|- style=&amp;quot;font-size: 12px; background-color: #eee;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;16&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|| All soldiers gain +0-2.0 mobility&amp;lt;br&amp;gt;All soldiers gain +0-6 HP&amp;lt;br&amp;gt;All soldiers gain +0-12 aim&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-32 will&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|| All soldiers gain +0-2.0 mobility&amp;lt;br&amp;gt;All soldiers gain +0-6 HP&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-16 aim&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-32 will&lt;br /&gt;
|| All soldiers gain +0-2.0 mobility&amp;lt;br&amp;gt;&#039;&#039;&#039;&#039;&#039;All soldiers gain +0-8 HP&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-16 aim&amp;lt;br&amp;gt;All soldiers gain +0-32 will&lt;br /&gt;
|| &#039;&#039;&#039;&#039;&#039;All soldiers gain +0-2.6 mobility&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;All soldiers gain +0-8 HP&amp;lt;br&amp;gt;All soldiers gain +0-16 aim&amp;lt;br&amp;gt;All soldiers gain +0-32 will&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The volunteer on this mission will gain access to every single psionic ability, including &#039;&#039;&#039;Distortion&#039;&#039;&#039;, making quite a formidable psionic soldier. Do note that &#039;&#039;&#039;Distortion&#039;&#039;&#039; will prevent them from healing.&lt;br /&gt;
&lt;br /&gt;
The Temple Ship will contain some of the strongest alien leaders in the game. On harder difficulties, aliens will be invulnerable for their first turn, so they can be difficult to ambush.&lt;br /&gt;
&lt;br /&gt;
Go in heavy, hit hard, and let nothing stand in your way. This may be the most difficult mission in your campaign.&lt;br /&gt;
&lt;br /&gt;
At the end of the brutal road, in the Ethereal Cathedral awaits the &#039;&#039;&#039;Uber Ethereal&#039;&#039;&#039;, Lord of the Alien Collective. Rushing the Uber Ethereal is not advised, as he will be able to distortion damage shared up to a range of 30 tiles.&lt;br /&gt;
&lt;br /&gt;
Good luck, Commander.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Missions (LWR)]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=106615</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=106615"/>
		<updated>2022-03-17T12:09:08Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: &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;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.5 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 30 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 80 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons&amp;lt;br&amp;gt;Fusion Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 15 || 50 || - || 200&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 40 || 30 || - || 225&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 80&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 240 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || EMP Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 60 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 60 || 40 || 180 || 12 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 240 || 10 || 460 || 4 || 250&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 320 || 4 || 250&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 30&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 190&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 240&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 270&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 280&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 260&lt;br /&gt;
| || Cooling Coils&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 340&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Stun Rifle&amp;lt;br&amp;gt;Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 4 Sectoid Corpses || 10&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || 8 UFO Power Sources || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 8 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 60 || 20 || 20 || - || 8 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || Interceptor Cost -50%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 2 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 2 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 16 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 16 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 24 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 24 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 48 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 48 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comprehensive Tech Tree ==&lt;br /&gt;
[[File:LW Rebalance -Tech Tree v1.38.02.png]]&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=106580</id>
		<title>S.H.I.V. (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(LWR)&amp;diff=106580"/>
		<updated>2022-03-07T22:27:31Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File: Soldiers_SHIVS.png|left|160px|]]&lt;br /&gt;
&lt;br /&gt;
While Long War set out to enhance the &#039;&#039;&#039;Super-Heavy Infantry Vehicle&#039;&#039;&#039; to make it a more viable replacement for soldiers, Long War Rebalance takes a different approach. SHIVs are a special unit that brings raw damage, durability, and a degree of utility to the field, thanks to their numerous upgrades and equipment options. In addition to being stronger overall, all SHIVs can now be used as partial cover, rather than just the Alloy SHIV Moreover, the basic SHIV is now available from the beginning of the campaign, including the first mission. They can not be rebuilt if destroyed.&lt;br /&gt;
&lt;br /&gt;
XCOM starts with at least 1 SHIV, which accompanies your soldiers on the first mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:320px;height:291px;float:right;&amp;quot;&amp;gt;[[File:XComEU Alloy S.H.I.V. 2.png|right|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;SHIV Classes&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;padding:5px; font-size:0.9em;&amp;quot; | &#039;&#039;&#039;Production Cost&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; style=&amp;quot;padding:5px; font-size:0.9em;&amp;quot; | &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
! Credits !! Alloys !! Elerium !! Base HP !! Armor HP !! Total HP !! Aim !! Defense !! Crit Resist !! DR !! Mobility !! Item Slots !! Flight Capability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Regular&#039;&#039;&#039; || 270 || 0 || 0 || 12 || 12 || 24 || 55 || 20 || 0 || 3 || 7.3 || 4 || N&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Alloy&#039;&#039;&#039; || 330 || 80 || 0 || 18 || 18 || 36 || 55 || 20 || 30 || 4 || 7.3 -0.6 || 4 || N&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Hover&#039;&#039;&#039; || 390 || 60 || 45 || 14 || 14 || 28 || 55+30 || 20 || 20 || 3 || 7.3 +1.3 || 4 || Y (16 fuel)&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Big Sky (the Skyranger pilot) can control only 1 SHIV each turn. This means that if you bring multiple SHIVs on a mission only 1 can act each turn.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;SHIVs do not accumulate fatigue.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like other units, SHIVs must have their weapons replaced individually. All units start with the baseline Autocannon (with an unlimited  quantity in stock, much like the other basic ballistic weapons), which can be upgraded for each tier of weapon. New weapons must be manufactured by Engineering, and they can be found in the same section as MEC armaments.&lt;br /&gt;
&lt;br /&gt;
Bringing a SHIV to a mission isn&#039;t a waste of experience either, as the 1st SHIV alive at the end of any battle grants its mission experience to its squadmates.&lt;br /&gt;
&lt;br /&gt;
SHIVs, like most mechanized units, have built-in damage reduction and are &#039;&#039;hardened&#039;&#039;, which makes them more durable. Much cheaper than MEC Troopers, and with &#039;abilities&#039; swappable as equipable modules giving them a significant degree of flexibility, these units will prove to be a valuable asset to XCOM.&lt;br /&gt;
&lt;br /&gt;
It is advisable to have at least a small pool of SHIVs in reserve, to fill any gaps when your Barracks list reads nearly entirely &amp;quot;Fatigue&amp;quot;, and to help deal with smaller crashed UFOs that you still may want to gather materials from, as their raw damage and durability can potentially serve as a replacement for high-ranking soldiers.&lt;br /&gt;
&lt;br /&gt;
==SHIV Upgrade Abilities==&lt;br /&gt;
Abilities that can be unlocked via Foundry projects.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Suppression&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Suppression (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements I&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Repair Servos&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Repair Servos (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements I&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Damage Control&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Damage Control (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements II&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Shredder&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;SHIV Advancements II&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sprinter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sprinter (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SHIV Equipment Abilities==&lt;br /&gt;
Abilities SHIVs can be granted if equipped with the appropriate equipment&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color:#fff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Mayhem&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Mayhem (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Targeting Motor&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Holo Rounds&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Holo Rounds (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Holo Charger&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Sharpshooter&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Sharpshooter (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Adaptive Tracking Pod&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Flush&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Flush (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Smartshell Pod&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Absorption Fields&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Absorption Fields (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Shielding Pod&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Reactive Targeting Sensors&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Reactive Targeting Sensors (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;AutoSentry Turret&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Light &#039;Em Up&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Light &#039;Em Up (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Weapon Supercooler&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width:500px;vertical-align:top;padding:20px;background-color:#f8f9fa;&amp;quot;&amp;gt;&amp;lt;div id=&amp;quot;Tracker&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Tracker (LWR)|align=center|text=1}}&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:0.9em;&amp;quot;&amp;gt;Granted by:&amp;amp;nbsp;&amp;lt;/br&amp;gt;&#039;&#039;&#039;Motion Tracker&#039;&#039;&#039; &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Suppression_(LWR)&amp;diff=106013</id>
		<title>Template:Suppression (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Suppression_(LWR)&amp;diff=106013"/>
		<updated>2022-02-02T18:23:48Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HEAVY SUPPRESSION.png|32px|{{{align|center}}}|Suppression]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Suppression|Suppression]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Suppress [Pinned if protected by cover, damaged if not, no reaction fire, -50 aim, -50% mobility/ability range, +50% scatter] targets. Breaks with an opportunist reaction shot that ignores reaction immunity if the target acts or moves. Requires 2 ammo, and uses the 2nd ammo if a reaction shot was triggered. 1 turn cooldown. [Basic reaction shots bypass half of cover DR/def and cannot crit, Opportunist reaction shots also bypass cover DR and can critically hit]&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=105893</id>
		<title>Research (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(LWR)&amp;diff=105893"/>
		<updated>2022-01-23T20:09:26Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Research Projects */&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;
The speed to research each technology is defined by:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.5 * Number of Labs + 0.1 * Number of Lab Adjacencies)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Difficulty Modifier is 0 for Normal up to 3 for Impossible.&lt;br /&gt;
&lt;br /&gt;
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).&lt;br /&gt;
&lt;br /&gt;
Tech Times can be found under Research Projects below.&lt;br /&gt;
&lt;br /&gt;
== Research Projects ==&lt;br /&gt;
===Offensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Offensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center style=&amp;quot;font-size:0.9em;&amp;quot;&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || 20&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers || High-Capacity Pistols&amp;lt;br /&amp;gt;SHIV Advancements I&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman Scope || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry &lt;br /&gt;
| 4 || 10 || 40 || - || 35&lt;br /&gt;
| Advanced Beam Lasers || XCOM Security: Guns&amp;lt;br /&amp;gt;Enhanced Lasers&lt;br /&gt;
| Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Laser Battle Rifle&amp;lt;br /&amp;gt;Laser SMG&amp;lt;br /&amp;gt;Laser Scattershot&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Laser Autocannon (SHIV)|| -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&amp;lt;br /&amp;gt;Drone Autopsy &lt;br /&gt;
| 10 || 50 || 60 || - || 70&lt;br /&gt;
| Pulse Lasers || -&lt;br /&gt;
| Laser Autorifle&amp;lt;br /&amp;gt;Scatter Gatler&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;Laser Lance (MEC) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare &lt;br /&gt;
| 30 || 5 || 100 || - || 80&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Battle Rifle&amp;lt;br /&amp;gt;Gauss Alloy Cannon&amp;lt;br /&amp;gt;Gauss SMG&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;Gauss Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons || Gauss Weapons &amp;lt;br /&amp;gt; Floater Interrogation&lt;br /&gt;
| 80 || 10 || 60 || - || 90&lt;br /&gt;
| EMP Weapons || Quenchguns || Gauss Autorifle&amp;lt;br /&amp;gt;Guass Machine Gun&amp;lt;br /&amp;gt;Gauss Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;Gauss Railgun (MEC)&amp;lt;br /&amp;gt;Miniature Nuclear Explosive (MiNE)&amp;lt;br /&amp;gt;Launcher (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&lt;br /&gt;
| 30 || 30 || 350 || - || 350&lt;br /&gt;
| Light Plasma Weapons&amp;lt;br&amp;gt;Fusion Weapons || - || Electro Pulse (MEC) || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Cyberdisk Autopsy&lt;br /&gt;
| 5 || 15 || 50 || - || 200&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Battle Rifle&amp;lt;br /&amp;gt;Pulse Scattershot&amp;lt;br /&amp;gt;Pulse Pistol&amp;lt;br /&amp;gt;Pulse SMG&amp;lt;br /&amp;gt;Pulse Autocannon (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 10 || 40 || 30 || - || 225&lt;br /&gt;
| Light Plasma Weapons || Supercapacitors || Pulse Autoblaster&amp;lt;br /&amp;gt;Pulse Gatler&amp;lt;br /&amp;gt;Pulse Strike Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;Pulse Lance (MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 8 || 16 || 80 || - || 80&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Light Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Muton Elite Interrogation&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| 30 || 220 || 450 || - || 240 &lt;br /&gt;
| Compact Plasma Weapons&amp;lt;br /&amp;gt;Standard Plasma Weapons || Condensed Plasma || Plasma SMG&amp;lt;br /&amp;gt;Plasma Carbine || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Standard Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Light Plasma Weapons&lt;br /&gt;
| 20 || 30 || 80 || - || 270&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Battle Rifle&amp;lt;br /&amp;gt;Plasma Reflex Cannon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Novagun&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Plasma Particle Cannon&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Strike Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Standard Plasma Weapons&lt;br /&gt;
| 20 || 35 || 80 || - || 270&lt;br /&gt;
| - || - || Plasma Autocannon&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || EMP Weapons&lt;br /&gt;
| 40 || 240 || 550 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 550&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Tech===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Defensive Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 4 || 20&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;All UFO Analyses&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Gauss Weapons&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;Ammo - Shredder&amp;lt;br /&amp;gt;Ammo - Breaching&amp;lt;br /&amp;gt;Ammo Module&amp;lt;br /&amp;gt;Alloy Bipod&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 40&lt;br /&gt;
| Advanced Body Armor || XCOM Security: Armor || Phalanx Armor&amp;lt;br /&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Plating&amp;lt;br /&amp;gt;Ammo - Piercing || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| 6 || - || - || - || 50&lt;br /&gt;
| Mobile Power Armor || Mechanized Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 60 || 10 || - || - || 80&lt;br /&gt;
| MEC Mark 2&amp;lt;br /&amp;gt;Advanced Power Armor || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Berserker Interrogation&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 80 || - || - || 180&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy&amp;lt;br /&amp;gt;Antigrav Systems&amp;lt;br /&amp;gt;Stealth Systems || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;Walker Servos&amp;lt;br /&amp;gt;Core Armoring || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 2&#039;&#039;&#039; || Armor || Alien Biocybernetics&amp;lt;br /&amp;gt;Mobile Power Armor&lt;br /&gt;
| 60 || 40 || 180 || 12 || 75&lt;br /&gt;
| MEC Mark 3: Light&amp;lt;br /&amp;gt;MEC Mark 3: Heavy || - || LMEC2 (Valiant)&amp;lt;br /&amp;gt;HMEC2 (Defender)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Heavy&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 240 || 10 || 460 || 4 || 250&lt;br /&gt;
| - || - || HMEC3 (Dauntless)&amp;lt;br /&amp;gt;UHMEC3 (Devastator)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;MEC Mark 3: Light&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 80 || 320 || 4 || 250&lt;br /&gt;
| - || - || LMEC3 (Vindicator)&amp;lt;br /&amp;gt;ULMEC3 (Vanguard)&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Heavy Floater Autopsy&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 20 || - || - || 100&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;The Thumper (MEC) || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| - || 20 || - || - || 100&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 10 || 15 || - || 2 || 30&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien Corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.&lt;br /&gt;
&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Autopsies&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Corpse || 5&lt;br /&gt;
| Sectoid Interrogation || - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Thin Man Corpse || 20&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || Restorative Mist&amp;lt;br /&amp;gt;(MEC) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Floater Corpse || 15&lt;br /&gt;
| Floater Interrogation || Shaped Armor || Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC) || Aim Booster (Aerospace)&amp;lt;br /&amp;gt;Ammo - Flak&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Corpse || 25&lt;br /&gt;
| Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Berserker Corpse || 30&lt;br /&gt;
| Berserker Interrogation || || Combat Stims || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Sectoid Commander Corpse || 45&lt;br /&gt;
| Sectoid Commander Interrogation || - || Psi Frayer || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Muton Elite Corpse || 40&lt;br /&gt;
| Muton Elite Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Heavy Floater Corpse || 40&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Ethereal Corpse || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Drone Wrecks || 5&lt;br /&gt;
| Advanced Beam Lasers|| - || Holo Charger&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Seeker Wrecks || 15&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;Extrasensory Vest&amp;lt;br /&amp;gt;Elerium Emitter || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 1 Chryssalid Corpse || 30&lt;br /&gt;
| Advanced Body Armor|| - || Chitin Plating || Muscle Fiber Density&amp;lt;br /&amp;gt;Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Cyberdisc Wreck || 15&lt;br /&gt;
| Pulse Lasers || SHIV Advancements II || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Dodge Booster&amp;lt;br /&amp;gt;(Aerospace) &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Mechtoid Core || 30&lt;br /&gt;
| - || Advanced Servomotors || Psi Retaliator&amp;lt;br /&amp;gt;Alloy SHIV || - &lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 1 Sectopod Wreck || 45&lt;br /&gt;
| - || - || &#039;&#039;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.&lt;br /&gt;
&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and Foundry projects that match the credit type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Alien Interrogations&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 30&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Xenopsionics&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Elerium&#039;&#039;&amp;lt;/font&amp;gt; || Tactical Rigging&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Experimental Warfare&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 140&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&amp;lt;/font&amp;gt; || - &lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 190&lt;br /&gt;
| - || Secondary Heart&amp;lt;br /&amp;gt;Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mods)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Shielding Pod&amp;lt;br /&amp;gt;(SHIV)&#039;&#039;&amp;lt;/font&amp;gt; &lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 240&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Advanced Power Armor&#039;&#039;&amp;lt;/font&amp;gt; || Neural Damping&amp;lt;br /&amp;gt;Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mods) &lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 270&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Inner Fire&amp;lt;br /&amp;gt;Telekinetic Field&amp;lt;br /&amp;gt;Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Powers) &lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Communications&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 280&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Light Plasma Weapons&#039;&#039;&amp;lt;/font&amp;gt; || Adrenaline Surge&amp;lt;br /&amp;gt;Iron Skin&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 260&lt;br /&gt;
| || Cooling Coils&amp;lt;br /&amp;gt;(Foundry Project) &lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 340&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Psi Mastery&amp;lt;br /&amp;gt;(Psi Power) || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Tech===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Main Tech&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Items&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 30&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&amp;lt;br /&amp;gt;All Robotic Autopsies || -&lt;br /&gt;
| Arc Rifle&amp;lt;br /&amp;gt;Arc Pistol&amp;lt;br /&amp;gt;Satellite Nexus&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 4 Sectoid Corpses || 15&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;All Biologic Autopsies || Alien Containment || Stun Rifle&amp;lt;br&amp;gt;Targeting Module || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 10 || - || 35&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| Genetics Lab || - || Predictive Tracking&amp;lt;br /&amp;gt;Advanced Perception&amp;lt;br /&amp;gt;(Gene Mods)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 4 Sectoid Corpses || 10&lt;br /&gt;
| Xenopsionics&amp;lt;br /&amp;gt;Alien Communications|| - || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || Alien Base Assault Complete&lt;br /&gt;
| - || 10 || - || - || - || 30&lt;br /&gt;
| Stealth Systems || Hyperwave Relay || Mimic Beacon || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Sectoid Interrogation || -&lt;br /&gt;
| - || - || - || 5 || 8 UFO Power Sources || 25&lt;br /&gt;
| Alien Operations || Psionic Labs || - || Mindfray&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;Psi Panic&amp;lt;br /&amp;gt;Psi Inspire&amp;lt;br /&amp;gt;Mind Merge&amp;lt;br /&amp;gt;(Psi Powers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics || Outsider Shard&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 20 || - || 60&lt;br /&gt;
| Mind and Machine&amp;lt;br /&amp;gt;MEC Mark 2&lt;br /&gt;
| - || MEC-1 &amp;lt;br /&amp;gt;Minigun&amp;lt;br /&amp;gt;Incinerator Module&amp;lt;br /&amp;gt;Neural Gunlink&amp;lt;br /&amp;gt; || Advanced Surgery&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Projects)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&amp;lt;br /&amp;gt;Thin Man Interrogation || -&lt;br /&gt;
| - || - || 20 || - || - || 50&lt;br /&gt;
| Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Gauss Weapons || Beam Strengthening&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&amp;lt;br /&amp;gt;Sectoid Interrogation || Hyperwave Beacon&amp;lt;br /&amp;gt;(from Alien base assault)&lt;br /&gt;
| - || 10 || - || - || - || 10&lt;br /&gt;
| Alien Power Systems&amp;lt;br /&amp;gt;Mobile Power Armor || Jellied Elerium || Elerium Turbos&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium || -&lt;br /&gt;
| - || 20 || - || - || 8 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 100&lt;br /&gt;
| Alien Propulsion&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Pulse Lasers&lt;br /&gt;
| Elerium Batteries&amp;lt;br /&amp;gt;UFO Tracking || Elerium Generator&amp;lt;br /&amp;gt;(Facility) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare || -&lt;br /&gt;
| 10 || - || 50 || - || - || 65&lt;br /&gt;
| Alien Propulsion || Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts || -&lt;br /&gt;
| 60 || 20 || 20 || - || 8 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 60&lt;br /&gt;
| Antigrav Systems || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || Interceptor Cost -50%&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || Ethereal Device&lt;br /&gt;
| 10 || 15 || - || - || - || 30&lt;br /&gt;
| Mind and Machine || Gollop Chamber || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.&lt;br /&gt;
Also, once &#039;&#039;UFO Scanners&#039;&#039; Foundry project is completed, analyzed UFO&#039;s display damage during Air Combat.&lt;br /&gt;
&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;3&amp;quot; | Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 20 || 2 || 400 || 30% Increased Fire Rate vs Scouts&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 20 || 2 || 300 || 30% Increased Fire Rate vs Fighters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Raiders&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 4 || 600 || 30% Increased Fire Rate vs Destroyers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Abductors&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 160 || 8 || 800 || 30% Increased Fire Rate vs Harvesters&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Transports&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 240 || 8 || 900 || 30% Increased Fire Rate vs Terror Ships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (LWR)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Assault Carriers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 480 || 12 || 1000 || 30% Increased Fire Rate vs Battleships&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (LWR)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 40 || 12 || 700 || 30% Increased Fire Rate vs Overseers&amp;lt;br /&amp;gt;Salvage 30% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Comprehensive Tech Tree ==&lt;br /&gt;
[[File:LW Rebalance -Tech Tree v1.38.02.png]]&lt;br /&gt;
&lt;br /&gt;
== Research Archives ==&lt;br /&gt;
&lt;br /&gt;
Here you can view a list of and summaries of all completed research projects.&lt;br /&gt;
&lt;br /&gt;
== Gene Labs ==&lt;br /&gt;
&lt;br /&gt;
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.&lt;br /&gt;
&lt;br /&gt;
More information on Gene Mods can be found here: &#039;&#039;&#039;[[Gene_Mods_(LWR)|Gene Mods]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Research Credits ==&lt;br /&gt;
&lt;br /&gt;
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.&lt;br /&gt;
&lt;br /&gt;
Each research credit reduces the time to complete research and foundry projects in it&#039;s category by 50% (80% if the &amp;quot;Ready For War&amp;quot; start bonus is active).&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:LW_Rebalance_-Tech_Tree_v1.38.02.png&amp;diff=105892</id>
		<title>File:LW Rebalance -Tech Tree v1.38.02.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:LW_Rebalance_-Tech_Tree_v1.38.02.png&amp;diff=105892"/>
		<updated>2022-01-23T19:25:53Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=105887</id>
		<title>Start Bonuses (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Start_Bonuses_(LWR)&amp;diff=105887"/>
		<updated>2022-01-23T15:31:57Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Table of Start Bonuses */&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;
At the beginning of a campaign, you must select a starting location for XCOM HQ, and with it, a start bonus. All countries offer a different amount of starting Credits, as well as a variety of starting bonuses to choose from.&lt;br /&gt;
&lt;br /&gt;
== Table of Start Bonuses ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;padding: 6px;&amp;quot; | &#039;&#039;&#039;Country Starting Bonuses&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Continent !! style=&amp;quot;padding: 4px;&amp;quot; | Country !! style=&amp;quot;padding: 4px;&amp;quot; | Starting Credits !! style=&amp;quot;padding: 4px;&amp;quot; | Bonus !! style=&amp;quot;padding: 4px;&amp;quot; | Description &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; style=&amp;quot;background-color: #eaecf0; min-width:84px;&amp;quot; | &#039;&#039;&#039;Africa&#039;&#039;&#039; &lt;br /&gt;
| style=&amp;quot;min-width:80px;&amp;quot; | [[File:Flag of Egypt.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Egypt&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;min-width:80px;&amp;quot; | §750&lt;br /&gt;
| style=&amp;quot;min-width:84px; color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;For the Sake of Glory&#039;&#039;&#039;&#039;&#039; || Start with Advanced Repair foundry project, which reduces repair time by 30% for aircraft, mechanized units, and damaged soldier gear.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of Nigeria.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Nigeria&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §500|| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Pax Nigeriana&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +1.3 mobility.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Conversion&#039;&#039;&#039;&#039;&#039; || MEC augmentation acts if all soldiers have +3 HP. Start with 2 UFO Flight Computers (modified by campaign length). &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Bred Tough&#039;&#039;&#039;&#039;&#039; || All biosoldiers start with +1 DR and +2 HP. Bonus attributes do not affect MEC augmentation.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of South Africa.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;South Africa&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §450|| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Resourceful&#039;&#039;&#039;&#039;&#039; || Start with the Alien Metallurgy foundry project (+15% bonus alien alloys) and the Alien Nucleonics foundry project (+15% bonus elerium).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Survival Training&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +4hp. Bonus attributes do not affect MEC augmentation. &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Asia&#039;&#039;&#039; || rowspan = &amp;quot;2&amp;quot; | [[File:Flag of Australia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Australia&#039;&#039;&#039; || rowspan = &amp;quot;2&amp;quot; | §550 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Per Ardua Ad Astra&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +2 HP, +4 aim, and +4 will. Bonus attributes do not affect MEC augmentation or psi training.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Robotics&#039;&#039;&#039;&#039;&#039; || +12 aim bonus for SHIV&#039;s and MEC troopers.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;3&amp;quot; | [[File:Flag of China.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;China&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Assembly Line&#039;&#039;&#039;&#039;&#039; || Start with two workshops (1st floor, both to the right of the elevator), 50 alloys, and 20 extra engineers in your base.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Xenological Remedies&#039;&#039;&#039;&#039;&#039; || Increased credits (Impossible: 5x, Brutal: 6x, Classic: 7x, Normal: 8x) from alien corpse, captive, and wreck sales.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039;&#039;&#039; || 90% reduction in genemod meld and Credits cost and modification time. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;2&amp;quot; | [[File:Flag of India.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;India&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §500 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Vidwan&#039;&#039;&#039;&#039;&#039; || Increases the bonus research from laboratories/lab adjacencies to +75/15% (from +30/10%), start with 50 elerium, and gain double scientists from all abductions. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jai Jawan&#039;&#039;&#039;&#039;&#039; || Start with 2 additional Interceptors, 6 UFO Power Sources (modified by campaign length), and the UFO Scanners project [Increases UFO interception time by 10% and displays UFO HP for analyzed UFOs].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan = &amp;quot;4&amp;quot; | [[File:Flag of Japan.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Japan&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ring of Fire&#039;&#039;&#039;&#039;&#039; || Thermogenerators produce 150 credits each month instead of having an upkeep cost. Start with 6 steam vents with no location restrictions (instead of 1 steam vent on the 4th floor). &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ghost In the Machine&#039;&#039;&#039;&#039;&#039; || SHIVs receive +30 aim, and you start the campaign with 2 extra SHIVs.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Kiryu-Kai Commanders&#039;&#039;&#039;&#039;&#039; || Start with 2 additional Japanese Gunnery Sergeants of a random class.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Global Networking&#039;&#039;&#039;&#039;&#039; || Intel Scans cost 75% less, Grey Market sell prices are 30% higher, and sightings on downed UFOs occur twice as often.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;11&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;Europe&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | [[File:Flag of France.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;France&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Quai d&#039;Orsay&#039;&#039;&#039;&#039;&#039; || Country item requests occur 40% faster, fulfilled requests provide 40% additional defense, and intel scans cost 40% less. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Foreign Legion&#039;&#039;&#039;&#039;&#039; || Start with 12 additional soldiers. &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of Germany.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Germany&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §400 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Skunkworks&#039;&#039;&#039;&#039;&#039; || Item production time is reduced by 50%. Start with 3 Fission Generators, a Workshop, the Foundry, and the Repair Bay built on the 3rd floor.&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Baumeister&#039;&#039;&#039;&#039;&#039; || Start with all elevators built and 3 Fission generators built on the 4th floor (right side). Facility construction time is reduced by 85%. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;NeoPanzers&#039;&#039;&#039;&#039;&#039; || 70% reduction in credits, alloy and elerium required for MECs, SHIVS and their primary weapons. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Militarization&#039;&#039;&#039;&#039;&#039; || Soldier costs and arrival time are decreased by 30% and twice the officer billets are unlocked from the Captains and Colonels OTS upgrades.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Russia.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Russia&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §600 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sukhoi Company&#039;&#039;&#039;&#039;&#039; || Start with Enhanced Avionics, Penetrator Weapons, and Elerium Afterburners foundry projects, granting all aircraft +10% to hit, +25% penetration, and 10 battle speed, respectively. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Roscosmos&#039;&#039;&#039;&#039;&#039; || All satellites cost 60% less to build and start with a satellite nexus (instead of a satellite uplink).&lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of UK.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United Kingdom&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Air Service&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +8 aim.  &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Their Finest Hour&#039;&#039;&#039;&#039;&#039; || Start with Armoured Fighters and UFO Countermeasures foundry projects, increasing all aircraft HP by 15% and dodge chance by 10%, respectively. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Sandhurst&#039;&#039;&#039;&#039;&#039; || 20% reduction in mission fatigue and missions required to unlock Officer Training School projects. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;North America&#039;&#039;&#039; ||rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Canada.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Canada&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §400 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Advanced Preparations&#039;&#039;&#039;&#039;&#039; || Start with 5 extra soldiers, all elevators, a workshop (1st floor, right of elevator), a laboratory (3rd floor, left of elevator), and a fission generator (1st floor, far right) built. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cadre&#039;&#039;&#039;&#039;&#039; || Five of your initial soldiers start at the Corporal rank. All active or fatigued soldiers gain 3xp each day.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Research Focus&#039;&#039;&#039;&#039;&#039; || Start with two laboratories (1st floor, both to the right of the elevator), 25 elerium, and 10 extra scientists in your base.     &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Mexico.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Mexico&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §450 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Wealthy Benefactor&#039;&#039;&#039;&#039;&#039; || Start with 1400 bonus Credits.   &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ancient Artifacts&#039;&#039;&#039;&#039;&#039; || Start the campaign with an Illuminator Gunsight, Cognitive Enhancer, and Neuroregulator.&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Legacy of Uxmal&#039;&#039;&#039;&#039;&#039; || 10 bonus will, only for the purposes of psionic training. &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| rowspan =&amp;quot;4&amp;quot; | [[File:Flag of USA.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;United States&#039;&#039;&#039; || rowspan =&amp;quot;4&amp;quot; | §300 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Special Warfare School&#039;&#039;&#039;&#039;&#039; || All Officer Training School projects cost 70% less. XTPs and retired soldiers provide 40% more experience. &amp;lt;br&amp;gt; (Note: for [[Management_(LWR)#Retiring|retired soldiers]], the multiplication occurs &#039;&#039;&#039;at time of retirement&#039;&#039;&#039;, so a soldier with 10 missions would be considered to have 16 missions instead.)&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Cheyenne Mountain&#039;&#039;&#039;&#039;&#039; || Start with all elevators built and a 2nd steam vent. Excavation costs are reduced by 70%.  &lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;We Have Ways&#039;&#039;&#039;&#039;&#039; || Reduces time required for autopsies and interrogations by 65%. Start with Elerium Batteries [Increases Stun Rifle stun rate and gives +1 charge to the Stun Rifle, Arc Rifle, Arc Pistol, and Motion Tracker].&lt;br /&gt;
|- style=&amp;quot;background-color: #ececec;&amp;quot;&lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Daredevils&#039;&#039;&#039;&#039;&#039; || Combat Patrols are twice as effective and cause half as much damage to the aircraft.&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;background-color: #eaecf0;&amp;quot; | &#039;&#039;&#039;South America&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | [[File:Flag of Argentina (bordered).png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Argentina&#039;&#039;&#039; || rowspan =&amp;quot;2&amp;quot; | §900 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Vigilis&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +20 will. Bonus attributes do not affect psi training. &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Public Heroes&#039;&#039;&#039;&#039;&#039; || Triple credit, scientist, and engineer rewards from abduction missions.  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan =&amp;quot;3&amp;quot; | [[File:Flag of Brazil.png|border|80px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Brazil&#039;&#039;&#039; || rowspan =&amp;quot;3&amp;quot; | §1000 || style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Jungle Scouts&#039;&#039;&#039;&#039;&#039; || All non-mechanical units start with +0.6 mobility and +2 HP. Bonus attributes do not affect MEC augmentation. Start with Improved Medkit [+1 Medkit healing], Advanced Surgery [Soldier wound times decreased by 15%], and Tactical Rigging [Non-mechanical units can carry 1 additional equipment -- foundry must be built to benefit]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Ready For War&#039;&#039;&#039;&#039;&#039; || Start with 200 alloys and 100 elerium and research credits provide +30% bonus research (reducing research time by 80% instead of 50%).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;color: #555;&amp;quot; | &#039;&#039;&#039;&#039;&#039;Born to Fly&#039;&#039;&#039;&#039;&#039; || Pilots gain 8 aim per kill instead of 2 (scales with Campaign Length).&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=105208</id>
		<title>Equipment (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(LWR)&amp;diff=105208"/>
		<updated>2021-12-27T17:47:33Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Weapon Attachments */&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;
[[File: Soldiers_Equipment_Long_War.png|left|224px|]]&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, all regular soldiers have 2 &#039;&#039;&#039;equipment slots&#039;&#039;&#039; from the start of the game. The Tactical Rigging Foundry project increases this to 3 slots.&lt;br /&gt;
&lt;br /&gt;
All equipment that is available from the start of the game are available without limits, so you can equip them on any number of available soldiers. Since you have an infinite amount, these items have no cost, do not need to be repaired, and cannot be sold. The same applies to Alien Grenades, once you have researched the &#039;&#039;Alien Grenades&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
All other items need to be produced first, and can only be equipped once per time they are produced. Note that producing consumables represents a production line for these consumables. You can still only equip it once for each time you have produced them, but using them during the mission does not expend them from your storage, and unless damaged, you can bring them again during the next mission.&lt;br /&gt;
&lt;br /&gt;
Most items have a weight, which is represented as a movement penalty. The average item has a weight of 0.6, and thus provides a -0.6 tile movement penalty. Some items weigh 1.2 or more, and a few items weigh nothing or even provide a movement bonus. Extra charges from perks such as &#039;&#039;Packmaster&#039;&#039;, &#039;&#039;Grenadier&#039;&#039; and &#039;&#039;Smoke and Mirrors&#039;&#039; do not increase the weight and do not provide additional movement penalties.&lt;br /&gt;
&lt;br /&gt;
You can choose to equip less than the maximum number of items by clicking on the empty hand icon. Since most items provide a movement penalty, this effectively gives you a small movement bonus.&lt;br /&gt;
&lt;br /&gt;
==Soldier Equipment==&lt;br /&gt;
===Passive Equipment===&lt;br /&gt;
&lt;br /&gt;
This equipment will grant soldiers benefits passively, without them having to perform any actions.&lt;br /&gt;
&lt;br /&gt;
====Platings====&lt;br /&gt;
In Long War Rebalance, the aliens hits hard. Fortunately, you have access to platings that can be worn in addition to regular armor, providing more survivability. A soldier can only equip one plating at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage reduction (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ceramic Plates Long War.png|128px|link=Equipment (LWR)#Protective gear|Ceramic Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Ceramic Plating]]&#039;&#039;&#039;||Biosoldiers||-0.6||+2||+1|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Alloy Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Alloy Plating]]&#039;&#039;&#039;||Biosoldiers||-0.6||+4||+1|| || ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reinforced Armor Long War.png|128px|link=Equipment (LWR)#Protective gear|Reinforced Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Reinforced Plating]]&#039;&#039;&#039;||Biosoldiers||-1.3||+4||+2|| || ||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chittin Plating Long War.png|128px|link=Equipment (LWR)#Protective gear|Chitin Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Chitin Plating]]&#039;&#039;&#039;||Biosoldiers|| ||+2||+1|| ||Reduces incoming melee damage by 50%&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br&amp;gt;Reduces [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] duration by half||[[Research (LWR)#Alien Autopsies|Chryssalid Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(21)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||10 [[Alien Artifacts (LWR)#Aliens|Chryssalid Carcasses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Impact Vest Long War.png|128px|link=Equipment (LWR)#Protective gear|Regenerative Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Regenerative Plating]]&#039;&#039;&#039;||Biosoldiers|| || ||+1||{{ Repair Servos (LWR) }}|| ||[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(39)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sightings====&lt;br /&gt;
In Long War Rebalance, the enemies become harder and harder to hit as the game progresses. Fortunately, there are an array of accessories that make this job easier. &lt;br /&gt;
&lt;br /&gt;
Weapon sightings apply their bonus to primary weapons only and each unit can only equip one at a time.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SCOPE Long War.png|128px|link=Equipment (LWR)#Weapon attachments|SCOPE]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|SCOPE]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| ||+5||+10|| || ||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||[[Equipment (LWR)#Weapon attachments|Neural Gunlink]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Scope Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Marksman Scope]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Marksman Scope]]&#039;&#039;&#039;||Scouts|| ||+5||+5||{{ Squadsight (LWR) }}{{ Executioner (LWR) }}||Can only be equipped with strike rifles||[[Research (LWR)#Materials and Aerospace|Alien Weaponry]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Illuminator Gunsight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Illuminator Gunsight]]&#039;&#039;&#039;||Biosoldiers|| ||+15|| || || ||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters&amp;lt;br /&amp;gt;Provided by a Mexican starting bonus||200||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neural Gunlink Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Neural Gunlink]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Neural Gunlink]]&#039;&#039;&#039;||Psionic soldiers|| ||+10||+15|| || ||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(420)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||1 [[Equipment (LWR)#Weapon attachments|SCOPE]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon Attachments====&lt;br /&gt;
Like weapon sightings, these attachments can improve a weapons ability to hit and crit enemy targets. Except for perk bonuses, they only affect primary weapons.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sight Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Laser Sight]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Laser Sight]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||+15|| || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Targeting Module Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Targeting Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Targeting Module]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs|| || ||+10|| ||+1 damage during critical hits||[[Research (LWR)#Xenology|Xenobiology]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(154)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||33||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Bipod Long War.png|128px|link=Equipment (LWR)#Weapon attachments|Alloy Bipod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Weapon attachments|Alloy Bipod]]&#039;&#039;&#039;||Snipers&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Gunners&amp;lt;br /&amp;gt;Rocketeers||-0.6|| || ||{{ Platform Stability (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||10||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ammunition Modifiers====&lt;br /&gt;
In addition to attaching unique items to your weapons, you can augment your ammo sources increasing damage, capacity, and offering other benefits. You can only equip one ammo capacity increasing item at a time.&lt;br /&gt;
&lt;br /&gt;
Ammunition modifiers only affect primary weapons. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Damage bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Hi Cap Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|High Cap Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|High Cap Mags]]&#039;&#039;&#039;||Biosoldiers|| || || || ||Non-electric primary weapons gain +1 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with Drum Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Drum Mags Long War.png|128px|link=Equipment (LWR)#Special ammunition|Drum Mags]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Drum Mags]]&#039;&#039;&#039;||Non-Private biosoldiers&amp;lt;br&amp;gt;SMGs, Carbines, Assault Rifles, or Battle Rifles only||-1.3|| || ||{{ Flush (LWR) }}||Non-electric primary weapons gain +2 ammo&amp;lt;br /&amp;gt;Can&#039;t be equipped with High Cap Mags||colspan=&amp;quot;7&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Jacketed Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Alloy Jacketed Rounds]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Ballistic/gauss primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Ballistics]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Enchanced Beam Optics Long War.png|128px|link=Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Enhanced Beam Optics]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| ||+1|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Lasers]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reaper Rounds Long War.png|128px|link=Equipment (LWR)#Special ammunition|Reaper Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Reaper Ammo]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Laser/pulse primary weapons only|| || ||+20|| ||+2 damage during critical hits&amp;lt;br&amp;gt;Primary weapon range penalties are doubled||[[Foundry (LWR)#Aerospace Improvements|Supercapacitors]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stellerator Long War.png|128px|link=Equipment (LWR)#Special ammunition|Plasma Stellerator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Plasma Stellerator]]&#039;&#039;&#039;||Soldiers and SHIVs&amp;lt;br&amp;gt;Plasma primary weapons only|| ||+2|| || || ||[[Foundry (LWR)#General Weapon Upgrades|Enhanced Plasma]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(168)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Special Ammunition====&lt;br /&gt;
In addition to augmenting your ammo sources, you can also change them with one of the following ammo types. Only one ammo type can be equipped at a time.&lt;br /&gt;
&lt;br /&gt;
All special ammunition is restricted to &#039;&#039;&#039;Ballistic and Gauss weapons only&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Breaching Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Breaching Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Breaching Ammo]]&#039;&#039;&#039;||Biosoldiers with Shotguns||-0.6|| ||Primary weapons bypass DR from &#039;&#039;&#039;hardened&#039;&#039;&#039;&amp;lt;br&amp;gt;Primary weapon only||[[Research (LWR)#Materials and Aerospace|Alien Materials]]&amp;lt;br&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Ammo.png|128px|link=Equipment (LWR)#Special ammunition|Shredder Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Shredder Ammo]]&#039;&#039;&#039;||Infantry&amp;lt;br&amp;gt;Medics&amp;lt;br&amp;gt;Assaults&amp;lt;br&amp;gt;Engineers&amp;lt;br&amp;gt;Scouts|| ||{{ Shredder (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Alien Materials]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Armor Piercing Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Armor Piercing Ammo]]&#039;&#039;&#039;||Biosoldiers with ARs, Carbines, SMGs, or BRs&amp;lt;br&amp;gt;MECs&amp;lt;br&amp;gt;SHIVs|| || ||Primary weapons gain +2 penetration||[[Research (LWR)#Armor.2C_MECs.2C_and_SHIVs|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flak Ammo Long War.png|128px|link=Equipment (LWR)#Special ammunition|Flak Ammo]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Special ammunition|Flak Ammo]]&#039;&#039;&#039;||Soldiers&amp;lt;br /&amp;gt;SHIVs||-0.6|| ||Shots from the primary weapon ignore the 30 defense bonus flying targets receive||[[Research (LWR)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous gear====&lt;br /&gt;
Unlike strictly protective items, these items offer a range of other benefits.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Will bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Trophy Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Alien Trophy]]&#039;&#039;&#039;||Soldiers|| || || ||{{ Steadfast (LWR) }}|| Increases XP gained by 10% || ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Tactical Sensors Long War.png|128px|link=Equipment (LWR)#MEC equipment|Proximity Sensor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Proximity Sensor]]&#039;&#039;&#039;||Biosoldiers|| || ||+5||{{ Tracker (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Respirator Implant Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Respirator Implant]]&#039;&#039;&#039;||Biosoldiers||+0.6|| ||+10|| ||Prevents strangulation&amp;lt;br /&amp;gt;Automatic bleed out on first drop&amp;lt;br /&amp;gt;Increases bleed out time by 2 turns&amp;lt;br&amp;gt;Reveals the bleed out timer||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Equipment (LWR)#Protective gear|Extrasensory Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Extrasensory Vest]]&#039;&#039;&#039;||Biosoldiers|| || || ||{{ Tracker (LWR) }}{{ Awareness (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(49)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Walker Servos Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Walker Servos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Walker Servos]]&#039;&#039;&#039;||Biosoldiers|| || || || ||Set the mobility to 9.3 and ignore all mobility altering effects||[[Research (LWR)#Armor, MECs, and SHIVs|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Cognitive Enchancer Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Cognitive Enhancer]]&#039;&#039;&#039;||Soldiers|| ||+10||+5|| ||Increases XP gained by 35%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Neuroregulator Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Neuroregulator]]&#039;&#039;&#039;||Psionic soldiers||+1.3||+10||+10|| ||Increases Psi XP gained by 100%||colspan=&amp;quot;8&amp;quot;|Looted from the Exalt headquarters||200&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fuel Cell Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Conduit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Conduit]]&#039;&#039;&#039;||Psionic Soldiers|| || || || ||+1 damage to all weapons and equipment&amp;lt;br&amp;gt;20% chance for any &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle-ending]]&#039;&#039;&#039; action to cost 0 AP||Psi Warfare Systems||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|24&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||1 [[Alien Artifacts (LWR)#Aliens|Outsider Shard]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mind Shield Long War.png|128px|link=Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Miscellaneous gear|Psi Frayer]]&#039;&#039;&#039;||Psionic soldiers|| ||+15|| || ||Doubles the damage of Mind Fray&amp;lt;br&amp;gt;Prevents strangulation||[[Research (LWR)#Alien Autopsies|Sectoid Commander Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(280)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||5 [[Alien Artifacts (LWR)#Aliens|Sectoid Commander Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Screen Long War.png|128px|link=Equipment (LWR)#Protective gear|Psi Defender]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Protective gear|Psi Defender]]&#039;&#039;&#039;||Psionic soldiers|| || || || ||+20% DR when protected by cover&amp;lt;br&amp;gt;+40 Crit Resistance when protected by cover||[[Research (LWR)#Alien Autopsies|Mechtoid Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(18)||1 [[Alien Artifacts (LWR)#Aliens|Mechtoid Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Active Equipment===&lt;br /&gt;
&lt;br /&gt;
This equipment has limited uses and often needs to be used (activated) to have an effect. &lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Sometimes, the best answer is to blow up the enemy, or the cover that the enemy is hiding behind. These are the right tools for the job. &lt;br /&gt;
&lt;br /&gt;
Explosives deal a variable amount of damage that scales with the distance to the center. The further a target is from the center of the blast, the less damage it will take (down to 50% damage at the periphery).&lt;br /&gt;
&lt;br /&gt;
Grenades gain an extra charge with the Packmaster perk and the Grenadier perk. &lt;br /&gt;
&lt;br /&gt;
Throw range of all grenades is modified by base (non-armor) soldier HP, where each point above or below 6HP increases or decreases the range by 4%, respectively. A soldier with 10HP, for example, will gain a +16% throw range bonus. Throw distance is also increased by various perks and is decreased by Red Fog. &lt;br /&gt;
&lt;br /&gt;
Rockets gain an extra charge with the Shock and Awe perk.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!{{Item name (LWR)}}!!{{Usable by (LWR)}}!!{{Mobility bonus (LWR)}}!!{{Weapon damage (LWR)}}!!{{Weapon range (LWR)}}!!{{Blast radius (LWR)}}!!{{Special properties (LWR)}}!!{{Item source (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6|| ||18||5||Provides a regular rocket||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shredder Rocket Long War.png|128px|link=Equipment (LWR)#Explosives|Javelin Rocket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Javelin Rocket]]&#039;&#039;&#039;||Rocketeers||-0.6|| ||18||1||Provides a Javelin rocket&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Deals 150% weapon damage&amp;lt;br&amp;gt;Reduces scatter by 90%&amp;lt;br&amp;gt;No environmental damage||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:AP Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|AP Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|AP Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||10||2||&#039;&#039;&#039;[[Other Abilities (LWR)#Shred|Shreds]]&#039;&#039;&#039; any unit it hits&amp;lt;br&amp;gt;Cover blocks the effect&amp;lt;br&amp;gt;+2 penetration||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HE Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|HE Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|HE Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||8||2|| ||XCOM starts with an unlimited supply&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Alien Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Alien Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||10||2||Can&#039;t be equipped with Plasma Grenades||The &#039;&#039;Alien Grenades&#039;&#039; Foundry project provides an unlimited supply.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alien Grenade Long War.png|128px|link=Equipment (LWR)#Explosives|Plasma Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Explosives|Plasma Grenade]]&#039;&#039;&#039;||Biosoldiers|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br /&amp;gt;(8-12)||10||2||Can&#039;t be equipped with Alien Grenades||The &#039;&#039;Condensed Plasma&#039;&#039; Foundry project allows production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Support grenades====&lt;br /&gt;
Support grenades deal no damage but can still be extremely effective. All of these items gain an extra charge with the Packmaster perk and the Smoke and Mirrors perk, and their throw range is modified by HP in the same manner as explosive grenades. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smoke Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Smoke Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Smoke Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of smoke (missing a tile from each corner) through 2 enemy turns&amp;lt;br /&amp;gt;Grants [[Cover_(LWR)#Smoke|&#039;&#039;&#039;In Smoke&#039;&#039;&#039;]] to all units within the smoke||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chem Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Acid Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Acid Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||2.5||Creates a 5x5 tile cloud of acid (missing a tile from each corner) until end of this unit&#039;s next turn&amp;lt;br /&amp;gt;Applies [[Other_Abilities_(LWR)#Corrosion|&#039;&#039;&#039;Corrosion&#039;&#039;&#039;]] to all units within the cloud or entering the cloud||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|New Combat Systems]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(168)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||15 [[Alien Artifacts (LWR)#Aliens|Thin Man Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flashbang Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Concussion Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Concussion Grenade]]&#039;&#039;&#039;||Biosoldiers||-0.6||10||3||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Psi Grenades||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Psi Grenade Long War.png|128px|link=Equipment (LWR)#Support grenades|Psi Grenade]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Psi Grenade]]&#039;&#039;&#039;||Psionic soldiers|| ||10||5||Cover blocks the effect&amp;lt;br /&amp;gt;[[Other_Abilities_(LWR)#Disoriented|&#039;&#039;&#039;Disorients&#039;&#039;&#039;]] enemies&amp;lt;br /&amp;gt;Does not affect robotic units&amp;lt;br /&amp;gt;Can&#039;t be equipped with Concussion Grenades||[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Utility devices====&lt;br /&gt;
Finally, the utility devices includes all items that are not considered explosives or support grenades, but still have a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Scanner Long War.png|128px|link=Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Battle Scanner (2-Pack)]]&#039;&#039;&#039;||Scouts|| ||12||12||Spawns a battle scanner at the target location through 2 enemy turns&amp;lt;br&amp;gt;Grants +10 aim against any enemy within the area&amp;lt;br /&amp;gt;Reveals the area, including stealthed units||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Medkit Long War.png|128px|link=Equipment (LWR)#Utility devices|Medikit]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Medikit]]&#039;&#039;&#039;||Biosoldiers|| ||2||Single Target||Can be used on self or nearby soldier to remove acid and heal 3 HP&amp;lt;br /&amp;gt;Can be used to stabilize a critically wounded soldier&amp;lt;br /&amp;gt;+1 charge with the Packmaster perk&amp;lt;br /&amp;gt;+1 charge with the Field Medic perk||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Combat Stims Long War.png|128px|link=Equipment (LWR)#Utility devices|Combat Stims]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Combat Stims]]&#039;&#039;&#039;||Biosoldiers||-0.6||Self||Self||Use on self (0 AP cost) to become [[Other_Abilities_(LWR)#Stimmed|&#039;&#039;&#039;Stimmed&#039;&#039;&#039;]] for 3 turns&amp;lt;br /&amp;gt;||[[Research (LWR)#Alien Autopsies|Berserker Autopsy]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (LWR)#Aliens|Berserker Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Ghost Grenade Long War.png|128px|link=Equipment (LWR)#Utility devices|Elerium Emitter]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Utility devices|Elerium Emitter]]&#039;&#039;&#039;||Psionic soldiers|| ||6||1.5||5 charges&amp;lt;br&amp;gt;&#039;&#039;&#039;Stealths&#039;&#039;&#039; friendly units through 1 enemy turn or until the unit moves or acts&amp;lt;br /&amp;gt;Does not affect enemies, panicked units, this unit, or units with the Concealment perk||[[Research (LWR)#Alien Autopsies|Seeker Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(45)||15 [[Alien Artifacts (LWR)#Aliens|Seeker Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Mimic Beacon Long War.png|128px|link=Equipment (LWR)#Support grenades|Mimic Beacon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#Support grenades|Mimic Beacon]]&#039;&#039;&#039;||Psionic soldiers||-0.6||10||8||Spawns a beacon at the target location through 2 enemy turns&amp;lt;br /&amp;gt;Aliens must succeed a will check or move towards the beacon&amp;lt;br /&amp;gt;The will check&#039;s difficulty scales with the throwing soldier&#039;s will&amp;lt;br /&amp;gt;Does not affect allies or robotic units||[[Research (LWR)#Xenology|Alien Communications]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Equipment Upgrades|Psi Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(30)||1 [[Alien Artifacts (LWR)#Aliens|Sectoid Corpse]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV equipment==&lt;br /&gt;
&lt;br /&gt;
Mechanized units have a lot of versatility. A lot of that versatility comes from the items listed below.&lt;br /&gt;
&lt;br /&gt;
Note that none of these items can be equipped more than once, but MECs and SHIVs can equip several of the items listed above for regular soldiers.&lt;br /&gt;
&lt;br /&gt;
=== MEC and SHIV ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Health bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Crit chance (LWR)}}&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}&lt;br /&gt;
|{{Engineers required (LWR)}}&lt;br /&gt;
|{{Credits cost (LWR)}}&lt;br /&gt;
|{{Alloys cost (LWR)}}&lt;br /&gt;
|{{Elerium cost (LWR)}}&lt;br /&gt;
|{{Meld cost (LWR)}}&lt;br /&gt;
|{{Items cost (LWR)}}&lt;br /&gt;
|{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:HEAT Ammo Long War.png|128px|link=Equipment (LWR)#SHIV modules|Ammo Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Ammo Module]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +1 ammo&lt;br /&gt;
|[[Research (LWR)#Materials and Aerospace|Alien Materials]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Carbide Plating Long War.png|128px|link=Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Alloy Carbide Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
||+5 &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| &lt;br /&gt;
|Can&#039;t be equipped with Core Plating&lt;br /&gt;
|[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|35&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(23)&lt;br /&gt;
|&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|28&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Core Armoring Long War.png|128px|link=Equipment (LWR)#MEC equipment|Core Plating]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Core Plating]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
||+4&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|Grants +2 damage resistance&amp;lt;br&amp;gt;Can&#039;t be equipped with Alloy Carbide Plating&lt;br /&gt;
|[[Research (LWR)|Advanced Power Armor]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Mechanized Unit Defenses]]&lt;br /&gt;
|95&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(68)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|550&amp;lt;br /&amp;gt;(825)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)&lt;br /&gt;
| &lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)&lt;br /&gt;
|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Battle Computer Long War.png|128px|link=Equipment (LWR)#MEC equipment|Battle Computer]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Battle Computer]]&#039;&#039;&#039;&lt;br /&gt;
|MECs&amp;lt;br /&amp;gt;SHIVs&lt;br /&gt;
||-0.6&lt;br /&gt;
| &lt;br /&gt;
||+10&lt;br /&gt;
||+10&lt;br /&gt;
||+10&lt;br /&gt;
| &lt;br /&gt;
|[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]&lt;br /&gt;
|75&lt;br /&gt;
|title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(350)&lt;br /&gt;
|title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(125)&lt;br /&gt;
|title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(125)&lt;br /&gt;
|title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)&lt;br /&gt;
|1 [[Alien Artifacts (LWR)#Alien devices|UFO Flight Computer]]&lt;br /&gt;
|title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)&lt;br /&gt;
|100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MEC Only ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Incinerator_Module_(Long_War).png|128px|link=Equipment (LWR)#MEC equipment|Incinerator Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Incinerator Module]]&#039;&#039;&#039;||MECs||-0.6||Grants +1 charge to the [[Weapons (LWR)#MEC secondary weapons|Flamethrower]]&amp;lt;br&amp;gt;Increases [[Weapons (LWR)#MEC secondary weapons|Flamethrower]] damage by 7||[[Research (LWR)#Xenology|Alien Biocybernetics]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Jellied Elerium]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:The Thumper Long War.png|128px|link=Equipment (LWR)#MEC equipment|The Thumper]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|The Thumper]]&#039;&#039;&#039;||MECs||-0.6||Increases [[Secondary Weapons (LWR)#MEC secondary weapons|Kinetic Strike Module]] damage by 8 and penetration by 4||[[Research (LWR)#Armor, MECs, and SHIVs|Antigrav Systems]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== SHIV Only ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (LWR)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (LWR)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Time cost (LWR)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Motion Tracker Long War.png|128px|link=Equipment (LWR)#SHIV modules|Motion Tracker]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Motion Tracker]]&#039;&#039;&#039;||SHIVs|| || ||{{ Tracker (LWR) }}||2 charges (3 with Elerium Batteries)&amp;lt;br&amp;gt;When used, displays a 26.6 tile radius radar&amp;lt;br&amp;gt; &#039;&#039;&#039;Blue&#039;&#039;&#039;: XCOM, &#039;&#039;&#039;White&#039;&#039;&#039;: Civilians, &#039;&#039;&#039;Red&#039;&#039;&#039;: Enemies, &#039;&#039;&#039;Yellow&#039;&#039;&#039;: Meld, &#039;&#039;&#039;Green&#039;&#039;&#039;: Bombs/Nodes&amp;lt;br&amp;gt;Can display cloaked units|| ||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)||8&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autoloader Long War.png|128px|link=Equipment (LWR)#SHIV modules|Targeting Motor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Targeting Motor]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Mayhem (LWR) }}||+1 Penetration||[[Foundry (LWR)#SHIV-Specific Upgrades|SHIV Suppression]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|165&amp;lt;br /&amp;gt;(231)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Holo Targeter Long War.png|128px|link=Equipment (LWR)#SHIV modules|Holo Charger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#MEC equipment|Holo Charger]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Holo Rounds (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Drone Autopsy]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Adaptive Tracking Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Adaptive Tracking Pod]]&#039;&#039;&#039;||SHIVs|| ||+10||{{ Sharpshooter (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||16&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Smartshell Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Smartshell Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Smartshell Pod]]&#039;&#039;&#039;||SHIVs|| ||+15||{{ Flush (LWR) }}|| ||[[Research (LWR)#Materials and Aerospace|Experimental Warfare]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)|| || ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Damage Control Pod Long War.png|128px|link=Equipment (LWR)#SHIV modules|Shielding Pod]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Shielding Pod]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Absorption Fields (LWR) }}|| ||[[Research (LWR)#Alien Interrogations|Muton Interrogation]]&amp;lt;br&amp;gt;New Combat Systems||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autosentry Turret Long War.png|128px|link=Equipment (LWR)#SHIV modules|AutoSentry Turret]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|AutoSentry Turret]]&#039;&#039;&#039;||SHIVs|| || ||{{ Sentry (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Cyberdisc Autopsy]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Weapon Supercooler Long War.png|128px|link=Equipment (LWR)#SHIV modules|Weapon Supercooler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Weapon Supercooler]]&#039;&#039;&#039;||SHIVs||-0.6|| ||{{ Light &#039;Em Up (LWR) }}|| ||[[Research (LWR)#Alien Autopsies|Sectopod Autopsy]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Elerium Turbos Long War.png|128px|link=Equipment (LWR)#SHIV modules|Elerium Turbos]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Equipment (LWR)#SHIV modules|Elerium Turbos]]&#039;&#039;&#039;||SHIVs||+5.3|| || || ||[[Research (LWR)#Materials and Aerospace|Elerium]]&amp;lt;br /&amp;gt;[[Foundry (LWR)#General Mechanical Unit Upgrades|Advanced Servomotors]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|12&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|16&amp;lt;br /&amp;gt;(24)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|7&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(3.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (LWR) Navbar}}&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;br /&gt;
[[Category: Loadout (LWR)]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=104924</id>
		<title>UFOs (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(LWR)&amp;diff=104924"/>
		<updated>2021-11-27T22:25:13Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: /* Large UFOs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
==In General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UFOs&#039;&#039;&#039; come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;&#039;UFO Analysis&#039;&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your interceptors will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once! It will also grant significantly increased resource yields from downed and destroyed UFOs. &lt;br /&gt;
&lt;br /&gt;
== Detecting UFOs ==&lt;br /&gt;
&lt;br /&gt;
Each satellite in a country will detect all UFOs that enter that country. &lt;br /&gt;
&lt;br /&gt;
UFOs above countries without satellite coverage can still be detected by XCOM aircraft positioned in the continent which contains that country. The chance of an aircraft detecting a UFO in a country without a satellite is 7% per aircraft (can be increased to 14% per aircraft with the UFO Tracking foundry project). With a maximum of 6 aircraft per continent this chance maxes out at 42% (or 84% with UFO Tracking).&lt;br /&gt;
&lt;br /&gt;
== UFO Equipment ==&lt;br /&gt;
&lt;br /&gt;
Crashed UFOs will have some their equipment damaged. This is represented by a flat black scar left where the equipment used to be. As well, explosives and other environmental damage can destroy UFO equipment that was not damaged in the crash. Landed UFOs will start the mission with all their UFO equipment intact, but it can still be damaged during the tactical battle.&lt;br /&gt;
&lt;br /&gt;
The chance for each artifact to remain intact is 20-50%:&lt;br /&gt;
*Power Cylinder: 20%&lt;br /&gt;
*Stasis Capsule: 30%&lt;br /&gt;
*Alien Surgery: 30%&lt;br /&gt;
*UFO Computer: 50%&lt;br /&gt;
*Alien Food and Entertainment: 50%&lt;br /&gt;
 If the UFO is shot down and the final hit was from an EMP Cannon, all chances for artifacts to remain intact are additively increased by 40% (to 60-90%).&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; on a UFO contains 4-6 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;. So you may acquire up to 6 from a Scout and up to 24 from a Battleship. All other UFO equipment is acquired on a 1:1 basis from what you see on the tactical map. &#039;&#039;&#039;Damaged Power Cylinders&#039;&#039;&#039; will yield 1-2 &#039;&#039;&#039;UFO Power Sources&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each &#039;&#039;&#039;Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;50 elerium&#039;&#039;&#039; and each &#039;&#039;&#039;Damaged Power Cylinder&#039;&#039;&#039; yields &#039;&#039;&#039;10 elerium&#039;&#039;&#039; (both modified by difficulty and campaign length).&lt;br /&gt;
&lt;br /&gt;
[[File:UFOPowerSourceCylinder.png]]&lt;br /&gt;
&lt;br /&gt;
==Small UFOs==&lt;br /&gt;
===Scout===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (500 + 150%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 6-10, +2/4/6 aliens on Classic/Brutal/Impossible, a command pod of 2 outsiders (before May) / 3 outsiders (after April)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Troop Level Boost&#039;&#039;&#039;: None&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These will likely be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmored and lightly armed, but fast moving, meaning that the interception window is smaller. Although they give less in terms of alloys and elerium, they offer a great opportunity to train up rookie soldiers and get alien captures. The scouts gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:146px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 6):&#039;&#039;&#039; Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (800 + 50%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4-6x UFO Power Sources, 2x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and can be recognized by a purple strobe emanating from their blip. They have much less health but are armored. This makes &#039;&#039;Stingray Missiles&#039;&#039; the optimal choice in the early months. A Fighter in high orbit will be targeting your satellites, so aggressively engage it with [[Air Combat (LWR)#Aircraft Weapons|Stingrays]] or [[Air Combat (LWR)#Aircraft Weapons|Phoenix Cannons]] if you can, to destroy it or at least damage it enough to dissuade it from completing its mission (50% damage will prevent a [[Alien_Missions_(LWR)#Hunt|hunt mission]] from succeeding).&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
Like the scouts, fighters gain a lot of health each alien level up so they can become quite durable in the later game.&lt;br /&gt;
&lt;br /&gt;
==Medium UFOs==&lt;br /&gt;
===Raider===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039;  Moderate (2x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (5000 + 30%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Unarmored&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Research, Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 8-13, +2/4/6 aliens on Classic/Brutal/Impossible, +1 command pod of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs may start appearing during the latter half of the first month. Tougher than the Scout, the Raider serves a similar purpose. With a larger chassis, several interceptors are required to reliably bring one down, though a Raider is slow enough in the air that it will stick around longer. Both [[Air Combat (LWR)#Aircraft Weapons|Avalanche]] and [[Air Combat (LWR)#Aircraft Weapons|Stingray]] Missiles work effectively against this UFO, though Stingrays are more variable and deal less damage. Raiders are a good way to gather Alloys and Elerium.&lt;br /&gt;
&lt;br /&gt;
Medium UFOs will have onboard aliens that are 1 level higher than the player normally encounters. As well, alien leaders will be 1 level higher than normal, at least. Expect more difficult aliens on these missions. This is reflected in the UFO description in geoscape saying, e.g., &#039;Raider - Level 1(2)&#039; if the alien level is 1 and the boost to alien soldiers and leaders brings them to level 2. If the [[Alien_Life_Forms_(LWR)#Leaders_and_Leader_Levels|leaders]] are additionally boosted on top of that, a plus sign appears in the description.&lt;br /&gt;
&lt;br /&gt;
===Destroyer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 5):&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2000 +30%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability Upgrade (Level 5)&#039;&#039;&#039;: Moderate (3000 +30%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Upgrade (Level 5)&#039;&#039;&#039;: Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 35&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Hunt, Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: Will never land or be shot down&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is armored, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or EMP Cannon should be used if available. Interceptor Upgrade Projects are useful to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be destroyed for alien materials to be salvaged by the military forces of the affected country, resulting in an award to XCOM, too.&lt;br /&gt;
&lt;br /&gt;
===Overseer===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:170px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (2000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 45&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Infiltrate, Retaliate, Command Overwatch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 1 Ethereal, 1 Sectopod + 1 Drone, 4 Muton Elites, 4 Heavy Floaters, 3 Outsiders, Sectoid Commander pod, Cyberdisk pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Overseer is difficult to take down and will likely require multiple interceptors with EMPs or stronger. Firestorms are recommended due to the high damage output.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. &lt;br /&gt;
&lt;br /&gt;
Overseers never land and cannot be destroyed in air combat (they will always be shot down instead).&lt;br /&gt;
&lt;br /&gt;
==Large UFOs==&lt;br /&gt;
===Abductor===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (3000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Abduction&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country. They can be difficult to take down due to their short flight path.&lt;br /&gt;
&lt;br /&gt;
They will not go after satellites or go on [[Alien Missions (LWR)#Bomb|bombing runs]] over cities. Abductors are almost exclusively used for either Abduction or Research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
===Harvester===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (8000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 8-12x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 3x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 10-18, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 4-5 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly and be very difficult to take down. You&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain a lot resources, as well as disrupt alien research, slowing down alien level ups.&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (14000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Harvest, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 11-20, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This UFO is a tough ship to take down. It has even heavier armor than the Harvester. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, even more so than assaulting Harvesters, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
===Terror Ship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:190px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 8):&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (10000 + 10%/lvl) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Tier 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Research, Terrorize&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 11-20, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 5-6 outsiders&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If they don&#039;t land, they give advance warning on the location of terror missions, since they do a fly around the target country before the bulk of the alien forces are inserted via an [[UFOs (LWR)#Assault Carrier|Assault Carrier]]. Terror Ships that land, on the other hand, are doing [[Alien Missions (LWR)#Research|Research]] missions, and can be assaulted for their valuable rewards.&lt;br /&gt;
&lt;br /&gt;
==Very Large UFOs==&lt;br /&gt;
===Battleship===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Extremely High (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (20000 +10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Scout, Hunt, Bomb, Infiltrate&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored and packed to the teeth with weaponry. They sometimes spawn as lead guards for Terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max Foundry upgrades and modules. Once you&#039;ve downed one, you can use the [[Alien Artifacts (LWR)#Alien devices|Fusion Cores]] to build [[Air Combat (LWR)#Interceptor Weapons|Fusion Lances]] to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down Battleships.&lt;br /&gt;
&lt;br /&gt;
The aliens on these ships are high level and will have some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
===Assault Carrier===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:210px; background:#333; border-radius: 6px 12px;&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower Upgrade (Level 11):&#039;&#039;&#039; Very High (2x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (20000 + 10%/lvl)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Tier 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 16-24x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions&#039;&#039;&#039;: Terrorize, Retaliate, Research&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alien Count&#039;&#039;&#039;: 12-22, including a number of [[Alien_Life_Forms_(LWR)#Pod_Types|terror pods]], +2/4/6 aliens on Classic/Brutal/Impossible, +2 command pods of 6-7 outsiders, +1 monster pod&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leader Level Boost&#039;&#039;&#039;: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has much less firepower but more durability.&lt;br /&gt;
&lt;br /&gt;
Just like the Battleship, the aliens aboard are high level and you should expect to face some max level leaders you might not have encountered yet.&lt;br /&gt;
&lt;br /&gt;
==UFO Weapons==&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Weapon &lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Hit Chance (%)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Fire Rate (s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Potential (dmg/s)&lt;br /&gt;
! width=&amp;quot;16%&amp;quot; | Average Realized (dmg/s)&lt;br /&gt;
! width=&amp;quot;14%&amp;quot; | Penetration&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Single Plasma || 40 || 1.0 || 350 || 350 || 140 || Tier 2&lt;br /&gt;
|-&lt;br /&gt;
| Double Plasma || 40 || 0.5 || 400 || 800 || 320 || Tier 4&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 50 || 2.0 || 5000 || 2500 || 1250 || Tier 6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (LWR)|Air Combat]]&lt;br /&gt;
&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>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=104758</id>
		<title>Weapons (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(LWR)&amp;diff=104758"/>
		<updated>2021-11-20T17:30:14Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: removed menitions of mayhem damage (and Special Property column from SHIV weapons, as they have none anymore)&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;
Long War Rebalance makes a number of changes to weapons from Long War, some concepts are still similar in LWR compared to Long War:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma&lt;br /&gt;
* Explosives do not deal fixed damage: their damage reduces the further a target is from the center of the blast down to 50% at the periphery.&lt;br /&gt;
&lt;br /&gt;
Some notable changes to weapons in Long War Rebalance, compared to Long War, are:&lt;br /&gt;
&lt;br /&gt;
* Most weapons can only be Steadied if there is an enemy within the line of sight of the unit attempting to steady their weapon&lt;br /&gt;
* Soldiers who end their turn with free action points remaining will gain +10 aim and +5 def for their next turn&lt;br /&gt;
* Rookies cannot use pistols&lt;br /&gt;
* Weapons are more accurate at close range&lt;br /&gt;
* Overwatch fire occurs sequentially, akin to XCOM 2, and will only activate against units that the unit could see when they went on overwatch&lt;br /&gt;
* Arc Thrower is redesigned as the Stun Rifle; it has a higher stun rate but takes a primary weapon slot and a small item slot&lt;br /&gt;
&lt;br /&gt;
Overall, there are a significant number of minor and major changes to weapons and support items in Long War Rebalance.&lt;br /&gt;
&lt;br /&gt;
== Weapon Types ==&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tiers ===&lt;br /&gt;
&lt;br /&gt;
==== Conventional/Ballistic ====&lt;br /&gt;
&lt;br /&gt;
These are the basic weapons you start with - they are relativity unchanged in Long War Rebalance. You will want to upgrade to superior guns in the long run. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Electric ====&lt;br /&gt;
&lt;br /&gt;
There are 3 electric weapons: the Arc Rifle, Arc Pistol, and the Stun Rifle. While most campaigns will likely build some of each, the Stun Rifle is mandatory to win the game.&lt;br /&gt;
&lt;br /&gt;
The Arc Rifle and Pistol only deal full damage against Mechanical units, and the Supercapacitors foundry project increases their damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:320px;&amp;quot;&amp;gt;&lt;br /&gt;
 Arc Rifle: 7 (vs mech)&lt;br /&gt;
 Arc Pistol: 4 (vs mech)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Beam Lasers ====&lt;br /&gt;
&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. &lt;br /&gt;
Compared to Long War, Beam Lasers have been overall buffed, retaining increased accuracy but also higher crit damage and a small boost to mobility. However, Beam Lasers no longer gain a damage boost over Ballistic weapons, and will deal the same average damage. Beam lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 4&lt;br /&gt;
 Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Pistol gains +10 crit and +25% crit damage (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Gauss ====&lt;br /&gt;
&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry. &lt;br /&gt;
&lt;br /&gt;
Gauss weapons have lost their bonus ammo capacity and their ability to ignore enemy DR. Gauss weapons are essentially just a damage upgrade over Ballistic and Beam weapons, however the &#039;Quenchgun&#039; foundry project will grant all Gauss weapons a +1 damage penetration bonus against all mechanical units, which helps make Gauss weapons more effective against mechanical leaders or bosses. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the Gauss Long Rifle and Alloy Strike Rifle (Now Gauss Strike Rifle) have reverted to function as normal Sniper and Strike rifles. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pulse Lasers ====&lt;br /&gt;
&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse lasers are simply a refinement on Beam lasers, dealing more damage as a bonus. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:680px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 6&lt;br /&gt;
 Bonus Stats: +10 aim, +25% crit damage, +0.6 mobility&lt;br /&gt;
 Note: Pistol gains +25 crit and +25% crit damage (no aim or mobility)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plasma ====&lt;br /&gt;
&lt;br /&gt;
Plasma weapons remain the most powerful weapons available to XCOM, and have had their unique bonuses increased. However, Plasma weapons now have a significant meld cost and require UFO power sources in their construction, they also take longer to research. However, you no longer need to capture Aliens and recover their weapons in order to manufacture Plasma weapons. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:160px;&amp;quot;&amp;gt;&lt;br /&gt;
 Base Damage: 8&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma-Specific Bonuses:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Rifle: Grants &#039;&#039;&#039;Biological Shredder&#039;&#039;&#039;&lt;br /&gt;
*Plasma Battle Rifle: Grants &#039;&#039;&#039;Mechanical Shredder&#039;&#039;&#039;&lt;br /&gt;
*Plasma Carbine: +10 defense (+15 defense total)&lt;br /&gt;
*Plasma SMG: +1.3 mobility (+2.0 mobility total)&lt;br /&gt;
*Plasma Reflex Cannon (Shotgun): +2 damage against targets within 4 tiles&lt;br /&gt;
*Plasma Strike Rifle: +3 damage against uncovered targets &lt;br /&gt;
*Plasma Sniper Rifle: +2 damage against targets at Squadsight range&lt;br /&gt;
*Plasma Novagun (SAW): +3 penetration against Mechanical&lt;br /&gt;
*Plasma Dragon (LMG): +2 damage to Suppressive Fire&lt;br /&gt;
*Plasma Particle Cannon (MEC): +4 damage against Mechanical&lt;br /&gt;
*Plasma Autocannon (SHIV): +15 aim, +15 crit&lt;br /&gt;
&lt;br /&gt;
=== Weapon Classes ===&lt;br /&gt;
Several classes of weapons occur at each technology level. The weapon classes are, in descending order of base damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 600px; text-align: center;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 4px;&amp;quot; | Weapon !! style=&amp;quot;padding: 4px 15px;&amp;quot; | Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|LMGs and SHIV/MEC Weapons || 200%&lt;br /&gt;
|- &lt;br /&gt;
|SAWs, Sniper Rifles, Shotguns, and Rocket Launchers || 150%&lt;br /&gt;
|- &lt;br /&gt;
|Battle Rifles and Strike Rifles || 125%&lt;br /&gt;
|- &lt;br /&gt;
|Assault Rifles || 100%&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;padding: 0 15px;&amp;quot; | Pistols, Machine Pistols, Carbines, and SMGs || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primary Weapons ==&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the baseline rifle, providing a decent balance of mobility, accuracy and firepower. Their base ammo is 3 (increased by Ammo Conservation), and their base damage is 100%. Assault Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Assault Rifle Long War.png|128px|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)&lt;br /&gt;
||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039;||All soldiers||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(63)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039;||All soldiers||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(126)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039;||All soldiers|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||18||18||Grants &#039;&#039;&#039;Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied||[[Research (LWR)#Standard Plasma Weapons|Standard Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| 4 UFO Power Sources ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|31&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15.5&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles are heavier versions of Assault Rifles. They trade mobility, ammo capacity, and crit chance for increased damage. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 125%. Battle Rifles gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Battle Rifle Long War.png|128px|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Laser Rifle Long War.png|128px|Laser Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|Gauss Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(140)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(98)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(8)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|Pulse Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(161)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|Plasma Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Battle Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br&amp;gt;Rocketeers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;Mechanical [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(575)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles. They grant +0.6 mobility and +15 aim, and have moderate base crit chances. Their base ammo is 2 (increased by Ammo Conservation), and their base damage is 75%. They grant +5 defense when equipped. Carbines gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Assault Carbine Long War.png|128px|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039;||All soldiers||+0.6||+10||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039;||All soldiers||+1.3||+10||+20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||10&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039;||All soldiers||+0.6||+15||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||25%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039;||All soldiers||+1.3||+15||+25||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|7&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039;||All soldiers||+0.6||+20||+20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;Biologic [[Other_Abilities_(LWR)#Shred|Shredder]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Can be steadied||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(224)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are light weapons, with a focus on flanking and scoring critical hits. They grant a +0.6 mobility bonus, have very high base crit chances, and grant extra damage during critical hits. Their base ammo is 2 (increased by ammo conservation), and their base damage is 75%. SMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!! rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}} !!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:SMG Long War.png|128px|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +2 damage during critical hits||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|Laser SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br&amp;gt;(2-4)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +2 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|Gauss SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||55%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(70)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|Pulse SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br&amp;gt;(3-5)||50%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(84)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|7&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||9&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|Plasma SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma SMG&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||+2.0|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants +4 damage during critical hits||[[Research (LWR)#Light Plasma Weapons|Light Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(224)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(56)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns have limited range but high damage. Their low base crit chances are offset by proximity/flanking bonuses. Shotguns deal 50% less damage against [[Abilities List (LWR)#Hardened|Hardened]] targets. Their base ammo is 3, and their base damage is 150%. Shotguns gain extra aim for being in close proximity to a target (+8 aim per tile closer than 10) and lose aim for being in far proximity (-8 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shotgun Long War.png|128px|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||0.6 ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Alloy Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||39&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Scattershot&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18|| ||[[Research (LWR)#Offensive Tech|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Reflex Cannon&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants &#039;&#039;&#039;[[Abilities List (LWR)#Penetrator|Penetrator]]&#039;&#039;&#039;||[[Research (LWR)#Offensive Tech|Standard Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility, cannot be steadied, and have low base crit chance. SAWs grant the [[Abilities List (LWR)#Flush|Flush]] ability. Their base ammo is 4 and their base damage is 150%. SAWs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:SAW Long War.png|128px|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;SAW&#039;&#039;&#039;||Gunners||-2.0||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|Laser Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autorifle&#039;&#039;&#039;||Gunners||-1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039;||Gunners||-2.0||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|Pulse Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autolaser&#039;&#039;&#039;||Gunners||-1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|115&amp;lt;br /&amp;gt;(172)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||34&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039;||Gunners||-2.0||0||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(4)||18||18||+3 penetration vs Mechanical Units&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|40&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are a heavier variant of SAWs. They have additional mobility and aim penalties, but have greater damage, and provide both [[Abilities List (LWR)#Danger Zone|Danger Zone]] and [[Abilities List (LWR)#Flush|Flush]]. Their base ammo is 6 and their base damage is 200%. LMGs gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:LMG Long War.png|128px|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;LMG&#039;&#039;&#039;||Gunners||-2.6||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br&amp;gt;(6)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Laser Long War.png|128px|Laser Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Gatler&#039;&#039;&#039;||Gunners||-2.0||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br&amp;gt;(6)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||21&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039;||Gunners||-2.6||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br&amp;gt;(6)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||42&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|Pulse Gatler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Gatler&#039;&#039;&#039;||Gunners||-2.0||-10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br&amp;gt;(6)||18||18||Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Advanced Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039;||Gunners||-2.6||-20||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br&amp;gt;(6)||18||18||+2 damage to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppression|Suppressive Fire]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Danger Zone|Danger Zone]]&amp;lt;br&amp;gt;Grants [[Abilities List (LWR)#Flush|Flush]]||[[Research (LWR)#Offensive Tech|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strike Rifles===&lt;br /&gt;
Strike Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. If the soldier has [[Abilities List (LWR)#Squadsight|Squadsight]], they can fire up to 25 tiles away. Their base ammo is 3, and their base damage is 125%. Strike rifles lose aim for being in close proximity (-16 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}||rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Marksman Rifle Long War.png|128px|Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|5&amp;lt;br&amp;gt;(4-6)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||13&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|Gauss Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||45%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|Pulse Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+1.3||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br&amp;gt;(6-8)||40%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||33&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|Plasma Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Strike Rifle&#039;&#039;&#039;||Scouts&amp;lt;br /&amp;gt;Snipers||+0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br /&amp;gt;+3 damage to uncovered targets||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|38&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19&amp;amp;nbsp;days)||120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Regular and overwatch shots operate at squadsight ranges, and have lower squadsight penalties (2 aim per tile instead of 4). Sniper Rifles require 2AP to fire, and cannot be used after moving or performing any other costly action. Sniper Rifles have +1 penetration. Their base ammo is 3, and their base damage is 150%. Sniper rifles lose aim for being in close proximity (-16 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sniper Rifle Long War.png|128px|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+2 penetration||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br&amp;gt;(5-7)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+2 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||60&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039;||Snipers|| ||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br&amp;gt;(8-10)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+3 penetration||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|125&amp;lt;br /&amp;gt;(187)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(28)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||37&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039;||Snipers||-0.6|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||30%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Reduces squadsight penalty to 2 aim/tile&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Requires 2 AP to fire&amp;lt;br /&amp;gt;Can be steadied&amp;lt;br&amp;gt;+4 penetration&amp;lt;br /&amp;gt;+2 damage to targets at squadsight range||[[Research (LWR)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(50)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|39&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(19.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (LWR)|MECs]]. They don&#039;t have much crit chance, but deal maximum damage tied with SHIV weapons. They can target beyond visual range if the MEC Trooper has [[Abilities List (LWR)#Squadsight|Squadsight]]. Their base ammo is 3, and their base damage is 200%. MEC weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Minigun Long War.png|128px|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Minigun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;||MECs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|Gauss Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Railgun&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039;||MECs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied||[[Research (LWR)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|Pulse Particle Beam]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Particle Beam&#039;&#039;&#039;||MECs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(3)||130||130||Can be steadied&amp;lt;br /&amp;gt;+4 damage to mechanical targets||[[Research (LWR)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV Weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (LWR)|SHIVs]]. They deal maximum damage tied with MEC weapons, but suffer from low ammo capacity. They can be quite heavily customised by adding different modules to the SHIV loadout. Their base ammo capacity is 2, and their base damage is 200%. SHIV weapons gain aim for being in close proximity (+5 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autocannon Long War.png|128px|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Autocannon&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|Laser Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br&amp;gt;(7-9)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9&amp;amp;nbsp;days)||22&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Sentry Gun&#039;&#039;&#039;||SHIVs|| || ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|22&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|Pulse Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Autocannon&#039;&#039;&#039;||SHIVs||+0.6||+10||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|150&amp;lt;br /&amp;gt;(225)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(14)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(35)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|27&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(13.5&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|Plasma Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autocannon&#039;&#039;&#039;||SHIVs|| ||+15||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||15%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||18||18|||[[Research (LWR)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||4 UFO Power Sources||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|41&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(20.5&amp;amp;nbsp;days)||135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc and Stun Rifles ===&lt;br /&gt;
The Arc Rifle is a powerful anti-mechanical weapon, which gives bonus damage against mechanical units. The Stun Rifle replaces the Arc Thrower from Long War and is a primary weapon used to make alien captures. Stun chances have been increased significantly from base Long War; an alien with 1/2/3 health has 90/80/70% chances respectively, as in vanilla. The Improved Arc Thrower foundry project improves this further. In addition, failed stuns on aliens below 50% of their max HP will [[Other Abilities (LWR)#Maim|Maim]] The Elerium Batteries foundry project grants an extra charge/ammo to both weapons and the Supercapacitor foundry project increases the Arc Rifle&#039;s damage against mechanical units by 4.  Arc Rifles lose aim for being in close proximity (-16 aim per tile closer than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers&amp;lt;br/&amp;gt;Rocketeers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1 vs bio&amp;lt;br&amp;gt;7&amp;amp;nbsp;(6-8) vs mech&amp;lt;br&amp;gt;11&amp;amp;nbsp;(9-13) vs mech upg||title=&amp;quot;Amount of ammunition available&amp;quot;|3&amp;lt;br&amp;gt;(4)||18||18||Grants &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;&amp;lt;br&amp;gt;Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br&amp;gt;+6 Penetration vs mech&amp;lt;br&amp;gt;Cannot critically hit&amp;lt;br&amp;gt;Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied||[[Research (LWR)#Alien Computers|Alien Computers]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6&amp;amp;nbsp;days)||27&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Thrower Long War.png|128px|Stun Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Stun Rifle&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts|| ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Improved Arc Thrower foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||4|| ||[[Other_Abilities_(LWR)#Stun|&#039;&#039;&#039;Stuns&#039;&#039;&#039;]] aliens&amp;lt;br/&amp;gt;-1 support item slot||[[Research (LWR)#Xenology|Xenobiology]]||10||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7&amp;amp;nbsp;days)||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Secondary Weapons ==&lt;br /&gt;
&lt;br /&gt;
LWR contains a normal pistol for each weapon tier except Gauss, and a machine pistol for each except Laser and Pulse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use secondary weapons&#039;&#039;&#039;: privates, gunners, and SHIVs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Units that cannot use sidearms and have unique secondary weapons&#039;&#039;&#039;: Rocketeers and MECs&lt;br /&gt;
&lt;br /&gt;
All sidearms grant the &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
===Pistols=== &lt;br /&gt;
Pistols are the default sidearm and cost no weight/mobility. They incur large aim penalties when fired at longer range, though the [[Abilities List (LWR)#Ranger|Ranger]] perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Pistol Long War.png|128px|Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Laser Pistol Long War.png|128px|Laser Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|13&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Blaster Long War.png|128px|Pulse Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Laser and Gauss Weapons|Pulse Lasers]]||60||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|14&amp;lt;br /&amp;gt;(21)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|24&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12&amp;amp;nbsp;days)||4&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Pistol Long War.png|128px|Plasma Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||0%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Heater Long War.png|128px|Arc Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Arc Pistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|1 vs bio&amp;lt;br&amp;gt; 4 (3-5) vs mech &amp;lt;br&amp;gt; 7 (6-8) vs mech Upg || Not Possible ||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Elerium Batteries foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Has &#039;&#039;&#039;[[Other_Abilities_(LWR)#Overload|Overload]]&amp;lt;br&amp;gt;+3 Penetration vs mech&amp;lt;br&amp;gt;Cannot Critically Hit&amp;lt;br&amp;gt;Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;||[[Research (LWR)#Main Tech|Alien Computers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(0)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|15&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autopistols=== &lt;br /&gt;
Autopistols grant increased crit damage and chance for a mobility penalty. Like regular Pistols, they incur large aim penalties when firing at longer range, though the Ranger perk negates this entirely. Their base ammo is 2 (increased by High Capacity Pistols) and their base damage is 75%. Machine Pistols gain aim for being in close proximity (+5 aim per tile closer than 10) and lose aim for being in far proximity (-5 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
There are no Machine Pistol equivalents for either Laser tier.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Machine pistol Long War.png|128px|Machine Pistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Machine Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|3&amp;lt;br /&amp;gt;(2-4)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +2 damage during critical hits||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:Gauss Autopistol Long War.png|128px|Gauss Autopistol]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|4&amp;lt;br /&amp;gt;(3-5)||35%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +3 damage during critical hits||[[Research (LWR)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|13&amp;lt;br /&amp;gt;(18)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|19&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.5&amp;amp;nbsp;days)||3&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|[[File:Plasma Mauler Long War.png|128px|Plasma Mauler]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Plasma Autopistol&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||20%||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the High Capacity Pistols foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||18||18||Grants &#039;&#039;&#039;[[Other_Abilities_(LWR)#Maim|Maim]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Grants +4 damage during critical hits||[[Research (LWR)#Plasma Weapons|Compact Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(35)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|30&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(15&amp;amp;nbsp;days)||15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sawed-off Shotgun===&lt;br /&gt;
The Sawed-off Shotgun is unique to the Ballistic tier, and provides a short-range, high-damage secondary weapon; it is useful for soldiers wielding a primary weapon that gets aim penalties at close range. It receives a +3 damage upgrade with the Foundry project &#039;&#039;Quenchguns&#039;&#039;. Sawed-off Shotguns gain aim for being in close proximity (+8 aim per tile closer than 10) and lose aim for being in far proximity (-13 aim per tile further than 10).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;3&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Meld cost (LWR)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sawed-off Shotgun Long War.png|128px|Sawed-off Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Sawed-off Shotgun&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6 (5-7)&amp;lt;br&amp;gt;Upgrades to 9 (8-10)||60%||1||18||18||50% less damage against hardened targets|| ||3||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|8&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(4&amp;amp;nbsp;days)||6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rocket Launchers===&lt;br /&gt;
Each rocket launcher is fitted with 1 rocket. The Rocketeer can equip a 2nd spare rocket. Rockets will scatter randomly around the aiming point according to a normal distribution. The tile value shown means there is a 68% chance that the rocket will land within that many tiles of the aiming point. Soldier aim does *not* affect rocket scatter but base HP can lower scatter (see: [[Attributes_(LWR)#Effects_of_Attributes|Effects of Attributes]]).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Rocket Launcher Long War.png|128px|Rocket Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|6&amp;lt;br /&amp;gt;(5-7)||1||18||5||2 turn cooldown||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Recoilless Rifle Long War.png|128px|Recoilless Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|9&amp;lt;br /&amp;gt;(8-10)||1||18||5||2 turn cooldown||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|23&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(11.5&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Launcher Long War.png|128px|Blaster Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039;||Rocketeers||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|12&amp;lt;br&amp;gt;(10-14)||1||14||5||2 turn cooldown&amp;lt;br&amp;gt;Can path around obstacles&amp;lt;br&amp;gt;Requires 2 AP to fire||[[Research (LWR)#Plasma Weapons|Fusion Weapons]]||110||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|600&amp;lt;br /&amp;gt;(900)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(65)||2 UFO Flight Computers&amp;lt;br /&amp;gt;1 Fusion Core||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|42&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(21&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MEC Secondary Weapons===&lt;br /&gt;
MECs have a variety of options for their secondary weapons, which like in Long War 1.0 are built separately and equipped on the loadout screen, rather than being integrated into a MEC suit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (LWR)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Blast radius (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Base&amp;lt;br&amp;gt;charges!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (LWR)}}||{{Engineers required (LWR)}}||{{Credits cost (Long War)}}||{{Alloys cost (LWR)}}||{{Elerium cost (LWR)}}||{{Meld cost (LWR)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Flamethrower Long War.png|128px|Flamethrower]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Flamethrower&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|7&amp;lt;br /&amp;gt;(6-8)||8|| || 2 ||Bypasses all DR&amp;lt;br&amp;gt;50% chance for a 50 will test for panic&amp;lt;br /&amp;gt;Will test 80 with the &#039;&#039;Jellied Elerium&#039;&#039; Foundry project&amp;lt;br /&amp;gt;AOE is a 60-degree cone section with a radius of 8 tiles||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|17&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8.5&amp;amp;nbsp;days)||15&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Restorative Mist Long War.png|128px|Restorative Mist]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039;||MECs||-0.6|| ||self||2||1||Heals 7 HP for all allies within the area of effect||[[Research (LWR)#Alien Autopsies|Thin Man Autopsy]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kinetic Strike Module Long War.png|128px|Kinetic Strike Module]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039;||MECs|| ||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||melee|| ||unlimited||+8 Penetration&amp;lt;br&amp;gt;Melee weapon&amp;lt;br&amp;gt;Red fog does not reduce KSM damage||[[Research (LWR)#Main Research|Alien Biocybernetics]]||30||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Grenade Launcher Long War.png|128px|Grenade Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|10&amp;lt;br&amp;gt;(8-12)||12||2||3||+1 charge with the Packmaster perk||[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|16&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(8&amp;amp;nbsp;days)||45&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Proximity Mine Launcher Long War.png|128px|MINE Launcher]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Miniature Nuclear Explosive (MiNE) Launcher&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|16&amp;lt;br&amp;gt;(14-18)||10.6||4||2||+100 penetration&amp;lt;br&amp;gt;Detonates at the end of XCOM&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; turn||[[Research (LWR)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||55||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||54&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Electro Pulse Long War.png|128px|Electro Pulse]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;Electro Pulse&#039;&#039;&#039;||MECs||-0.6||title=&amp;quot;Average damage&amp;amp;#10;(Minimum to maximum damage)&amp;quot;|8&amp;lt;br /&amp;gt;(7-9)||self||4||unlimited||Only affects mechanical units&amp;lt;br /&amp;gt;4 turn cooldown&amp;lt;br&amp;gt;Affects the MEC using the Electro Pulse as well||[[Research (LWR)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]&amp;lt;br /&amp;gt;[[Engineering (LWR)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(20)||1 Arc Rifle||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War Rebalance]]&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Danger_Zone_(LWR)&amp;diff=104647</id>
		<title>Template:Danger Zone (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Danger_Zone_(LWR)&amp;diff=104647"/>
		<updated>2021-11-15T13:08:55Z</updated>

		<summary type="html">&lt;p&gt;Nackhound: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;padding: {{{topbotpad}}}px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HEAVY DANGERZONE.png|32px|{{{align|center}}}|Danger Zone]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (LWR)#Danger Zone|Danger Zone]]&#039;&#039;&#039;{{#if:{{{text|}}}|&amp;lt;br/&amp;gt;&#039;&#039;Gunners/Exalt: Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Rocketeers/Engineers/Goliaths: +35% radius and +1 damage to explosives.&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (LWR)]]&lt;br /&gt;
[[Category: Templates (LWR)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nackhound</name></author>
	</entry>
</feed>