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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T14:28:26Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=100090</id>
		<title>Research (Long War)</title>
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		<updated>2021-03-11T13:02:18Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Xenology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|45}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Lab&#039;&#039;&#039; houses the research team, headed by Dr. Vahlen.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Start New Research Project&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Change Research Project&#039;&#039;&#039;. If necessary, this can be done at any time. The progress achieved in the current project won&#039;t be lost.&lt;br /&gt;
*&#039;&#039;&#039;Access Research Archives&#039;&#039;&#039;. Here you can see information about projects that have already been completed.&lt;br /&gt;
*&#039;&#039;&#039;Review Research Credits&#039;&#039;&#039;. View the research credits gained from completed interrogations.&lt;br /&gt;
*&#039;&#039;&#039;Visit the Gene Lab&#039;&#039;&#039;. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can undergo genetic modification at any one time. See [[Genetics Lab (Long War)]].&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All Council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&lt;br /&gt;
==Research Speed==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* Each [[Laboratory (Long War)|Laboratory]] additively increases the effectiveness of scientists by 20%.&lt;br /&gt;
* Each adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] additively increases the effectiveness of scientists by 10%.&lt;br /&gt;
* Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
* Expertise (Brazil&#039;s starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.&lt;br /&gt;
* &amp;lt;b&amp;gt;FORMULA:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus&amp;lt;/i&amp;gt;, with creditBonus = 0.75, brazilExpertiseBonus = 0.85&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a Foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.&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, and often also unlock related Council requests.&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 (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&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; || &amp;lt;b&amp;gt;Council Request&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;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&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;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&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; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting (Aim) Module&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&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;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&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; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Damping&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Soldiers / Credits / Scientists)&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; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&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; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&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; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&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; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&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;
| 5 Drones || 3&lt;br /&gt;
| - || Field Repairs || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&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;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers / Credits)&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; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Credits / Scientists)&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 Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix (Dodge) Module&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&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; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors (MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Soldiers / Scientists and Engineers)&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;
| 3 Sectopods || 25&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) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|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 by 25%, and often also unlock related Council requests.&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 (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&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;Council Request&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 || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&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;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#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 || 10&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists / Credits)&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 || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&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 || 14&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&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 || 20&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&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 || 35&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&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 Command and Control&amp;lt;br /&amp;gt;Alien Communications&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_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 || 18&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Engineers and Scientists / Soldiers)&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_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 || 25&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Pyrokinesis &amp;lt;br /&amp;gt; (Psi Power) || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&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_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Rift&amp;lt;br /&amp;gt;(Psi Power)&#039;&#039;&amp;lt;/font&amp;gt; || Ethereal Captive&amp;lt;br /&amp;gt;(Scientists and Soldiers / Engineers) || &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;
===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 10% 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 (Long War)|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;6&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis (Long War)&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 !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{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 (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || 10% Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 3 || 10% Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&lt;br /&gt;
&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&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; | Xenology (Long War)&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;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld 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;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_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&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 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&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;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || Aurora Armor || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&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&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)#Story related items|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 || 40 || - || 25&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;MEC 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_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || Psionics || Xenoneurology || [[Alien Artifacts (Long War)#Story related items|Hyperwave Beacon]]&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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 || [[Alien Artifacts (Long War)#Story related items|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&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; | Materials and Aerospace (Long War)&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;6&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}} || &amp;lt;b&amp;gt;Devices&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;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&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 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&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;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&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 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&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&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&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_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 || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers / Credits / Soldiers)&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 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&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&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&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;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&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; | Armor, MECs, and SHIVs (Long War)&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;4&amp;quot; | Cost !! colspan=&amp;quot;5&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_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&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_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit 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;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&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_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;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&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;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || 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;
| 30 || 100 || - || - || 80&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:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 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;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&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_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;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&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;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Laser and Gauss Weapons (Long War)&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_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;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater|| Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&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&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || 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;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;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&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;Superheavy Pulser (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;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Utility devices|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Plasma Weapons (Long War)&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}} || &amp;lt;b&amp;gt;Alien Weapons&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_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 || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 Pistols || 50&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists / Credits)&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;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 Carbines || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&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;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 Rifles || 90&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 Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&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 || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 Heavy Weapons || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alien Heavy Weapon&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Engineers)&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 || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || Enhanced Plasma || Reflex 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 || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&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 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=100089</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=100089"/>
		<updated>2021-03-11T13:01:10Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Alien Interrogations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|45}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Lab&#039;&#039;&#039; houses the research team, headed by Dr. Vahlen.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Start New Research Project&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Change Research Project&#039;&#039;&#039;. If necessary, this can be done at any time. The progress achieved in the current project won&#039;t be lost.&lt;br /&gt;
*&#039;&#039;&#039;Access Research Archives&#039;&#039;&#039;. Here you can see information about projects that have already been completed.&lt;br /&gt;
*&#039;&#039;&#039;Review Research Credits&#039;&#039;&#039;. View the research credits gained from completed interrogations.&lt;br /&gt;
*&#039;&#039;&#039;Visit the Gene Lab&#039;&#039;&#039;. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can undergo genetic modification at any one time. See [[Genetics Lab (Long War)]].&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All Council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&lt;br /&gt;
==Research Speed==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* Each [[Laboratory (Long War)|Laboratory]] additively increases the effectiveness of scientists by 20%.&lt;br /&gt;
* Each adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] additively increases the effectiveness of scientists by 10%.&lt;br /&gt;
* Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
* Expertise (Brazil&#039;s starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.&lt;br /&gt;
* &amp;lt;b&amp;gt;FORMULA:&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus&amp;lt;/i&amp;gt;, with creditBonus = 0.75, brazilExpertiseBonus = 0.85&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a Foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.&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, and often also unlock related Council requests.&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 (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&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; || &amp;lt;b&amp;gt;Council Request&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;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&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;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&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; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting (Aim) Module&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&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;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&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; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Damping&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Soldiers / Credits / Scientists)&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; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&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; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&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; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&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; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&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;
| 5 Drones || 3&lt;br /&gt;
| - || Field Repairs || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&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;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers / Credits)&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; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Credits / Scientists)&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 Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix (Dodge) Module&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&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; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors (MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Soldiers / Scientists and Engineers)&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;
| 3 Sectopods || 25&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) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|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 by 25%, and often also unlock related Council requests.&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 (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&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;Council Request&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 || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&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;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#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 || 10&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists / Credits)&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 || 9&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&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 || 14&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&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 || 20&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&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 || 35&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&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 Command and Control&amp;lt;br /&amp;gt;Alien Communications&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_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 || 18&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Engineers and Scientists / Soldiers)&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_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 || 25&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt; || Pyrokinesis &amp;lt;br /&amp;gt; (Psi Power) || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&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_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Operations&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Alien Command and Control&#039;&#039;&amp;lt;/font&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;font color=gray&amp;gt;&#039;&#039;Rift&amp;lt;br /&amp;gt;(Psi Power)&#039;&#039;&amp;lt;/font&amp;gt; || Ethereal Captive&amp;lt;br /&amp;gt;(Scientists and Soldiers / Engineers) || &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;
===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 10% 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 (Long War)|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;6&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | UFO Analysis (Long War)&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 !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{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 (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || 10% Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Fighter Crash Site]]&amp;lt;br /&amp;gt; mission completed || 3 || 10% Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Destroyer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 4 || 10% Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || 10% Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || 10% Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Battleship Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% 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 (Long War)#UFO Crash Site|Overseer Crash Site]]&amp;lt;br /&amp;gt;mission completed || 7 || 10% Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&lt;br /&gt;
&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&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; | Xenology (Long War)&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;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld 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;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_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&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 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&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;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || Aurora Armor || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&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&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)#Story related items|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 || 40 || - || 25&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; &amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;MEC 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_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Alien Artifacts (Long War)#Story related items|Hyperwave Beacon]]&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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 || [[Alien Artifacts (Long War)#Story related items|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as Council requests for these materials.&lt;br /&gt;
&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&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; | Materials and Aerospace (Long War)&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;6&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}} || &amp;lt;b&amp;gt;Devices&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;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&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 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&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;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&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 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&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&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&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_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 || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers / Credits / Soldiers)&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 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&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&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&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;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&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; | Armor, MECs, and SHIVs (Long War)&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;4&amp;quot; | Cost !! colspan=&amp;quot;5&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_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&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_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit 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;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&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_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;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&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;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraph Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || 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;
| 30 || 100 || - || - || 80&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:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 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;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&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_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;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&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;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Laser and Gauss Weapons (Long War)&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_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;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater|| Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&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&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || 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;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;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&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;Superheavy Pulser (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;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&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&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Utility devices|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; style=&amp;quot;padding:5px;&amp;quot; | Plasma Weapons (Long War)&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}} || &amp;lt;b&amp;gt;Alien Weapons&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_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 || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 Pistols || 50&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists / Credits)&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;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 Carbines || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&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;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 Rifles || 90&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 Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&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 || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 Heavy Weapons || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alien Heavy Weapon&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Engineers)&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 || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || Enhanced Plasma || Reflex 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 || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&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 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || 1 Fusion Core&amp;lt;br&amp;gt;(not consumed) || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Regen_Biofield_(Long_War)&amp;diff=70267</id>
		<title>Template:Regen Biofield (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Regen_Biofield_(Long_War)&amp;diff=70267"/>
		<updated>2016-01-13T02:12:09Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Regen Biofield.png|32px|{{{align|center}}}|Regen Biofield]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Regen Biofield|Regen Biofield]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Nearby allies are healed for 1 health each turn, and has a 100% chance to remove acid effects (after b15f2). This does not repair damage to body armor or other hp-granting items. Imposes +24 hours postmission fatigue for psi soldiers. (Passive ability) &#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category: Templates]]&lt;br /&gt;
[[Category: Perks (Long War)]]&lt;br /&gt;
[[Category: Templates (Long War)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=70266</id>
		<title>Psionic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionic_(Long_War)&amp;diff=70266"/>
		<updated>2016-01-13T02:01:44Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Soldiers_PSI.png|left|192px]]&lt;br /&gt;
&#039;&#039;&#039;Psi powers&#039;&#039;&#039; have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;Class icons&amp;quot; widths=&amp;quot;64px&amp;quot; heights=&amp;quot;64px&amp;quot; &amp;gt;&lt;br /&gt;
File: PSIONIC ASSAULT.png|Assault&lt;br /&gt;
File: Psionic Infantry (Long War).png|Infantry&lt;br /&gt;
File: PSIONIC HEAVY.png|Gunner&lt;br /&gt;
File: Psionic Rocketeer (Long War).png|Rocketeer&lt;br /&gt;
File: Psionic Scout (Long War).png|Scout&lt;br /&gt;
File: PSIONIC SNIPER.png|Sniper&lt;br /&gt;
File: Psionic Engineer (Long War).png|Engineer&lt;br /&gt;
File: PSIONIC SUPPORT.png|Medic&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Psi-abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot;| Psionic Ability&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Awakened&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Regen Biofield (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Neural Feedback (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Mindfray (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Sensitive&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{Distortion Field (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{Psi Inspiration (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Talent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{Psi Panic (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Mind Merge (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039; &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Psychokinetic Strike (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Pyrokinesis (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Telekinetic Field (Long War)|text=1}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Psion&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Mind Control (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | [[File:CLASS PSIONIC.png|32px]]&amp;lt;br/&amp;gt;&#039;&#039;&#039;Master&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | {{ Rift (Long War)|text=1}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers or MEC troopers.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Psi powers ===&lt;br /&gt;
&lt;br /&gt;
By default, only Mindfray is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.&lt;br /&gt;
&lt;br /&gt;
Psi-powers are now more effective based on the will score of the caster. For instance, Mind Merge will add (will/60) damage reduction to the target.&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).&lt;br /&gt;
&lt;br /&gt;
=== Psi XP ===&lt;br /&gt;
&lt;br /&gt;
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. &lt;br /&gt;
Reaching a threshold of Psi XP is required to undergo additional Psi Training (&#039;extra&#039; Psi XP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and its success is affected by the tester&#039;s will score. &lt;br /&gt;
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current Psi XP level and cap in their Barracks profile. &lt;br /&gt;
&lt;br /&gt;
===Psi Ranks and XP gain===&lt;br /&gt;
&lt;br /&gt;
In Long War Psi XP is awarded passively only after a successful mission.  Thus, the more missions a soldiers completes, the faster s/he will unveil the mystery behind his/her psionic powers. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned.&lt;br /&gt;
A soldier gains a new Psi Rank for 5 completed missions, unless the Neuroregulator (an EXALT loot item) is used. Thus, to achieve the final rank of Master you should require approximately 30 missions per soldier. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Success rate ===&lt;br /&gt;
&lt;br /&gt;
The success rate of the training depends on the soldier&#039;s will and the level. If the target will for the level is equal to the soldier&#039;s will, the chance is 45%. It increases asymptotically to 100% at infinite will and drops to 0% at 0 will.&lt;br /&gt;
&lt;br /&gt;
The target will values are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Level 2:&#039;&#039;&#039; 60&lt;br /&gt;
* &#039;&#039;&#039;Level 3:&#039;&#039;&#039; 70&lt;br /&gt;
* &#039;&#039;&#039;Level 4:&#039;&#039;&#039; 80&lt;br /&gt;
* &#039;&#039;&#039;Level 5:&#039;&#039;&#039; 95&lt;br /&gt;
* &#039;&#039;&#039;Level 6:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
=== Effects on fatigue ===&lt;br /&gt;
&lt;br /&gt;
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others -  even those in the same tier.&lt;br /&gt;
&lt;br /&gt;
== In-game application of powers ==&lt;br /&gt;
&lt;br /&gt;
*Only one power from Psi rank can be chosen. Note that some powers cannot be cast on the same target (i.e.: an Inspired soldier cannot be Merged with). Be mindful that several powers are passive abilities.&lt;br /&gt;
*In order to unlock most powers, it is necessary to complete some research or achieve some feats in-game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;85%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;12%&amp;quot; align=&amp;quot;center&amp;quot; | Psionic Ability&lt;br /&gt;
! width=&amp;quot;18%&amp;quot; align=&amp;quot;center&amp;quot; | Prerequisite&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;1&amp;quot;| Description&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC MINDFRAY.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Mind Fray&#039;&#039;&#039; || None || If successful, deals 1 damage to the target and applies a &#039;Hallucinations&#039; status effect that reduces the victim&#039;s will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Neural_Feedback.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; || None || Causes damage to the psi attacker (much less than in vanilla) and puts all their psi attacks on cool down. Is always on and also provides protection to nearby allies. Damage scales with will difference between psi attacker and psi defender.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Regen_Biofield.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Regen Biofield&#039;&#039;&#039; || Thin Man Interrogation || Like the Elite EXALT Medic&#039;s ability, provides +1 HP regeneration and  cures acid to all ally units within 3 tiles of the Psionic Trooper. It triggers only if an ally is wounded beyond bonus armor HP.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC PSIINSPIRATION.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039; || Sectoid Interrogation || Psi Inspiration removes all harmful mental effects (panic, hallucination, fallen comrades penalty) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Distortion_Field.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; || Muton Interrogation || Works the same as the vanilla MEC ability, that is, provides +10 defense to all units within 4 tiles of the Psionic Trooper. Is always on. However, watch out for grenade-bait formations.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC MINDMERGE.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Mind merge &#039;&#039;&#039; || Sectoid Commander Autopsy || Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user&#039;s Will. It also grants increased critical hit chance and a will bonus, which also scales with the mind merge caster&#039;s will. Mind merge can&#039;t be applied to psionically active targets such as soldiers with Psi Inspiration buff or those who are already mind merged. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC PANIC.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; || Berserker Interrogation || Cause target to panic, if the target&#039;s Will check is failed. Robotic enemies are immune with the exception of the [[Mechtoid (EU2012)|Mechtoids]]. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it&#039;s now a reliable two turn disable. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC PSIDRAIN.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039; || Sectoid Commander Interrogation || A cover-destroying, free-aimed psionic attack. AoE &#039;&#039;trigger&#039;&#039; field about the size of a grenade&#039;s blast, any destructible item that is even partially in the field is &#039;&#039;entirely&#039;&#039; destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC TELEKINETICFIELD.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; || Ethereal Autopsy || Same as vanilla: +40 defense in a wide radius, centered on the caster, reveals [[Seeker (EU2012)|Seekers]]. As with Distortion Field, beware of grenades and other area attacks.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC MINDCONTROL.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Mind Control&#039;&#039;&#039; || Ethereal Interrogation || Same as vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while under Mind Control.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:PSIONIC RIFT.png|32px]] &amp;lt;br /&amp;gt;&#039;&#039;&#039;Rift&#039;&#039;&#039; || Ethereal Mind Control || A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
*&#039;&#039;&#039;Neural Feedback&#039;&#039;&#039; vs &#039;&#039;&#039;Regen Biofield&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Fray&#039;&#039;&#039;&lt;br /&gt;
Mindfray could be a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their aoe abilities. It also exposes the target for further psionic attacks. Neural Feedback on a high will soldier can do significant damage to psionic enemies and protect the squad from falling victim to further psionic abilities. Regen Biofield is another passive ability focused on curing acid and heal non-armor HP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distortion Field&#039;&#039;&#039; vs &#039;&#039;&#039;Psi Inspiration&#039;&#039;&#039;&lt;br /&gt;
Distortion Field is a passive ability that applies +10 defense to soldiers other than the psion in the area. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psi Panic&#039;&#039;&#039; vs &#039;&#039;&#039;Mind Merge&#039;&#039;&#039;&lt;br /&gt;
Psi Panic is an excellent way to disable key aliens when (read: not &amp;quot;if&amp;quot;) you get overwhelmed, while Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Telekinetic Field&#039;&#039;&#039; vs &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; vs &#039;&#039;&#039;Psychokinetic Strike&#039;&#039;&#039;&lt;br /&gt;
Three very strategic abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range and/or high-move soldiers, so they can cast it to whoever else needs it. Keep in mind that it is centered on the caster, and that anyone not in the field should still be behind it: TK Field has an unfortunate habit of thusly drawing fire to any soldiers &#039;&#039;not&#039;&#039; under it&#039;s active protection, so have them at least in high cover or out of alien LoS.&lt;br /&gt;
&lt;br /&gt;
PK Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don&#039;t want to blow a unreliable rocket or grenade on some cover (and/or don&#039;t want to risk killing the alien for either capture or artifacts). It&#039;s for when some cover needs to be destroyed &#039;&#039;right now&#039;&#039;. It&#039;s range is line of sight (and you can cheese it a bit around corners/cover that the soldier shouldn&#039;t be able to see around). In programming terms: any game asset &#039;prop&#039; that is in the AoE bubble is entirely destroyed, even if it is only clipping into it, with the exception of walls, which will be destroyed to the rough equivalent as if they had received a direct rocket hit.&lt;br /&gt;
&lt;br /&gt;
Pyrokinesis is adapted from the MEC&#039;s Flamethrower: it casts a non-damaging fire (that &#039;&#039;gradually&#039;&#039; destroys cover/objects: usually at the end of the next Alien Activity) upon a targeted area, and functions as a ground-denial ability: like normal flames from explosions, organic enemies (and non-fire-immune XCOM soldiers) cannot cross it, so it can be used to either block a choke point from enemy movement (ie: force Chryssalids and Berserkers to ether stop or take a detour), deny high cover spots from enemies (block flanks, or keep EXALT from lining up in a Transmitter/Encoder capture area), or lock an alien from moving (be wary of any with jumping/flying abilities): in effect, a weak-willed Psionic&#039;s alternative to Psi Panic (though keep in mind it doesn&#039;t keep enemies from &#039;&#039;firing&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regen Double Dip MC&#039;&#039;&#039;&lt;br /&gt;
If you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suit up for the Rift&#039;&#039;&#039;&lt;br /&gt;
To use Rift in battle, there are 4 requirements a soldier must meet:&lt;br /&gt;
* Gain sufficient PsiXP&lt;br /&gt;
* Have previously mind controlled an Ethereal&lt;br /&gt;
* Successfully completed the training for Rift in the Psi Lab&lt;br /&gt;
* And lastly, the soldier &#039;&#039;must&#039;&#039; wear Vortex Armor into battle. Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.&lt;br /&gt;
&lt;br /&gt;
=== Mind Controlling an Ethereal ===&lt;br /&gt;
&lt;br /&gt;
Base ethereal will is 135 on normal/classic, 155 on brutal, and 160 on impossible (they gain +15 will with their regen upgrade).&lt;br /&gt;
&lt;br /&gt;
Ethereals gain +55 will at max research (1200 days in, the first +15 increase is at 420 days).&lt;br /&gt;
&lt;br /&gt;
Ethereal pod leaders can also gain another +70 will.&lt;br /&gt;
&lt;br /&gt;
In order for MC to have a 50% chance of succeeding your Psionic soldier must have 30 more will (buffs included) than the target.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=65956</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=65956"/>
		<updated>2015-06-22T01:01:41Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Soldier armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Armors_Long_War.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Long War nearly doubles the amount of available suits of armor, using the Gene Mod (sleeveless) versions of the original suits of armor for the new suits of armor. Gene Mods no longer affect the looks of a soldier&#039;s armor.&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;
Suits of armor now also provide new features, such as [[Damage Reduction (Long War)|damage reduction]] or granting specific perks.&lt;br /&gt;
&lt;br /&gt;
[[Damage Reduction (Long War)|Damage reduction]] indicates the average amount of damage absorbed from incoming attacks. For example, a damage reduction of 0.3 has a 30% chance to absorb 1 point of damage. Multiple sources of damage reduction (such as perks, items and cover) stack.&lt;br /&gt;
&lt;br /&gt;
Resistance to acid prevents soldiers from receiving mobility penalties from acid, and from taking damage when performing any move other than hunker down. The soldiers still take penalties to aim and [[Damage Reduction (Long War)|damage reduction]], and still suffer reduced range on rockets and thrown devices.&lt;br /&gt;
&lt;br /&gt;
Armors and exoskeletons can be built in Engineering. They can also be built quickly, which increases the Credits, Alien Alloys, Elerium and Meld costs, but halves the build time. The values between parentheses indicate the costs and time when building these items quickly.&lt;br /&gt;
&lt;br /&gt;
Armors have a chance to become damaged, based on the amount of health damage that a soldier took. If a soldier took no health damage, there is a 0% chance for the armor to become damaged. If a soldier was reduced to 0 health, there&#039;s a 95% chance for the armor to become damaged. The actual chance scales with the health damage taken. Armor damage does cause the armor to become damaged. Items in unlimited supply cannot become damaged. The Vortex Armor also cannot become damaged.&lt;br /&gt;
&lt;br /&gt;
==Soldier 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 (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Perk granted (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;|Normal Cost (Build Quickly Cost)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Chameleon Suit Long War.png|128px|link=Leather Jacket (Long War)|Leather Jacket]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Leather Jacket (Long War)|Leather Jacket]]&#039;&#039;&#039;||||+5|| || || ||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=Tac Vest (Long War)|Tac Vest]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Vest (Long War)|Tac Vest]]&#039;&#039;&#039;||+1||+3|| || || ||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:Tac Armor Long War.png|128px|link=Tac Armor (Long War)|Tac Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Tac Armor (Long War)|Tac Armor]]&#039;&#039;&#039;||+2||+1|| || || ||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=Phalanx Armor (Long War)|Phalanx Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Phalanx Armor (Long War)|Phalanx Armor]]&#039;&#039;&#039;||+3||+2|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]||15||title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||8&amp;lt;br /&amp;gt;(12)|| ||0&amp;lt;br /&amp;gt;(2)|| ||7&amp;amp;#160;days&amp;lt;br /&amp;gt;(3.5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aurora armor Long War.png|128px|link=Aurora Armor (Long War)|Aurora Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aurora Armor (Long War)|Aurora Armor]]&#039;&#039;&#039;||+4||+2|| ||+8||+10||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers||[[Research (Long War)#Armor and Exoskeletons|Improved Body Armor]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Psi Warfare Systems]]||25||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;125&amp;lt;br /&amp;gt;(187)&amp;lt;/span&amp;gt;||25&amp;lt;br /&amp;gt;(37)||25&amp;lt;br /&amp;gt;(37)||0&amp;lt;br /&amp;gt;(5)||1 [[Alien Artifacts (Long War)#Corpses|Sectoid Corpse]]||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Kestrel armor Long War.png|128px|link=Kestrel Armor (Long War)|Kestrel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Kestrel Armor (Long War)|Kestrel Armor]]&#039;&#039;&#039;||+2||+3|| ||+4|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||22||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;50&amp;lt;br /&amp;gt;(75)&amp;lt;/span&amp;gt;||8&amp;lt;br /&amp;gt;(12)|| ||0&amp;lt;br /&amp;gt;(3)|| ||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Carapace armor Long War .png|128px|link=Carapace Armor (Long War)|Carapace Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Carapace Armor (Long War)|Carapace Armor]]&#039;&#039;&#039;||+5||+1|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Advanced Body Armor]]||25||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;80&amp;lt;br /&amp;gt;(120)&amp;lt;/span&amp;gt;||18&amp;lt;br /&amp;gt;(27)|| ||0&amp;lt;br /&amp;gt;(4)|| ||10&amp;amp;#160;days&amp;lt;br /&amp;gt;(5&amp;amp;#160;days)&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|{{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Health bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Damage reduction (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Will bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Equipment slots (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|{{Perk granted (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&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Banshee armor Long War.png|128px|link=Banshee Armor (Long War)|Banshee Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Banshee Armor (Long War)|Banshee Armor]]&#039;&#039;&#039;||+3||+4|| ||+12|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||40||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;140&amp;lt;br /&amp;gt;(210)&amp;lt;/span&amp;gt;||36&amp;lt;br /&amp;gt;(54)||16&amp;lt;br /&amp;gt;(24)||0&amp;lt;br /&amp;gt;(5)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Aegis armor Long War.png|128px|link=Aegis Armor (Long War)|Aegis Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Aegis Armor (Long War)|Aegis Armor]]&#039;&#039;&#039;||+7||+2|| || || ||2&amp;lt;br /&amp;gt;(3)|| || ||[[Research (Long War)#Armor and Exoskeletons|Mobile Power Armor]]||35||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;140&amp;lt;br /&amp;gt;(210)&amp;lt;/span&amp;gt;||36&amp;lt;br /&amp;gt;(54)||12&amp;lt;br /&amp;gt;(18)||0&amp;lt;br /&amp;gt;(5)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Corsair armor Long War.png|128px|link=Corsair Armor (Long War)|Corsair Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Corsair Armor (Long War)|Corsair Armor]]&#039;&#039;&#039;|||+6||+3|| ||+8|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||36&amp;lt;br /&amp;gt;(54)||0&amp;lt;br /&amp;gt;(9)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Titan armor Long War.png|128px|link=Titan Armor (Long War)|Titan Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Titan Armor (Long War)|Titan Armor]]&#039;&#039;&#039;\|||+12 ||||0.5|| || ||2&amp;lt;br /&amp;gt;(3)|| {{ Damage Control (Long War) }} ||Negates the effects of fire&amp;lt;br /&amp;gt;Provides resistance to acid&amp;lt;br /&amp;gt;Prevents strangulation||[[Research (Long War)#Armor and Exoskeletons|Advanced Power Armor]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||30&amp;lt;br /&amp;gt;(45)||8&amp;lt;br /&amp;gt;(17)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Seraphim armor Long War.png|128px|link=Seraph Armor (Long War)|Seraph Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Seraph Armor (Long War)|Seraph Armor]]&#039;&#039;&#039;||+5||+3|| ||+8|| ||2&amp;lt;br /&amp;gt;(3)|| ||Supports flight mode (6 fuel)||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||65||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||40&amp;lt;br /&amp;gt;(60)||70&amp;lt;br /&amp;gt;(105)||0&amp;lt;br /&amp;gt;(9)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Archangel armor Long War.png|128px|link=Archangel Armor (Long War)|Archangel Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Archangel Armor (Long War)|Archangel Armor]]&#039;&#039;&#039;||+8||+1||0.3|| || ||2&amp;lt;br /&amp;gt;(3)|| ||Negates the effects of fire&amp;lt;br /&amp;gt;Provides resistance to acid&amp;lt;br /&amp;gt;Prevents strangulation&amp;lt;br /&amp;gt;Supports flight mode (6 fuel)||[[Research (Long War)#Armor and Exoskeletons|Antigrav Systems]]||75||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;300&amp;lt;br /&amp;gt;(450)&amp;lt;/span&amp;gt;||40&amp;lt;br /&amp;gt;(60)||70&amp;lt;br /&amp;gt;(105)||0&amp;lt;br /&amp;gt;(9)||1 [[Titan Armor (Long War)|Titan Armor]]||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Shadow armor Long War.png|128px|link=Shadow Armor (Long War)|Shadow Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Shadow Armor (Long War)|Shadow Armor]]&#039;&#039;&#039;||+4||+2|| ||+16|| ||2&amp;lt;br /&amp;gt;(3)|| ||Includes grappling hook&amp;lt;br /&amp;gt;Supports ghost mode||[[Research (Long War)#Armor and Exoskeletons|Stealth Systems]]||90||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;500&amp;lt;br /&amp;gt;(750)&amp;lt;/span&amp;gt;||60&amp;lt;br /&amp;gt;(90)||70&amp;lt;br /&amp;gt;(105)||40&amp;lt;br /&amp;gt;(54)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Vortex armor Long War.png|128px|link=Vortex Armor (Long War)|Vortex Armor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Vortex Armor (Long War)|Vortex Armor]]&#039;&#039;&#039;||+8||+2|| || ||+20||2&amp;lt;br /&amp;gt;(3)|| ||Restricted to psionic soldiers&amp;lt;br /&amp;gt;Eliminates post-mission fatigue&amp;lt;br /&amp;gt;Can&#039;t become damaged||[[Research (Long War)#Armor and Exoskeletons|Mind and Machine]]||100||&amp;lt;span title=&amp;quot;Standard cost in Credits&amp;amp;#10;(Cost in Credits when building quickly)&amp;quot;&amp;gt;1000&amp;lt;br /&amp;gt;(1500)&amp;lt;/span&amp;gt;||80&amp;lt;br /&amp;gt;(120)||100&amp;lt;br /&amp;gt;(150)||0&amp;lt;br /&amp;gt;(27)|| ||14&amp;amp;#160;days&amp;lt;br /&amp;gt;(7&amp;amp;#160;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC exoskeletons==&lt;br /&gt;
&lt;br /&gt;
New in beta 15, Long War now provides multiple MEC suits with the more advanced suits featuring emphases on extra survivability or mobility. Some suits have either the Body Shield perk or the Jetboot Module perk built-in.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||1||2||Poison/Fire ||25||Alien Biocybernetics||200||40||40||30||14|| - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||60||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||2||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||2||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=64160</id>
		<title>Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=64160"/>
		<updated>2015-04-26T11:43:27Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Constructible facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Facilities background Long War.jpg|left|256px]]&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.&lt;br /&gt;
&lt;br /&gt;
The XCOM Headquarters, often referred to as the &amp;quot;Ant Farm&amp;quot;, due to it&#039;s side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.&lt;br /&gt;
&lt;br /&gt;
=Static facilities=&lt;br /&gt;
The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 13 power, effectively supplying 17 power to the constructible facilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Static facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (Long War)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;Hologlobe&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (Long War)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project and review completed research projects.&amp;lt;br /&amp;gt;Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (Long War)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Foundry (Long War)|Foundry]] and the [[Repair Bay (Long War)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (Long War)|Barracks]]&lt;br /&gt;
| The Barracks houses the soldiers that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (Long War)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s interceptors and firestorms.&amp;lt;br /&amp;gt;In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.&amp;lt;br /&amp;gt;Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.&lt;br /&gt;
| 0 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (Long War)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.&amp;lt;br/&amp;gt;In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.&amp;lt;br /&amp;gt;Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Constructible facilities=&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an [[Access Lift (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
Two sections contain steam vents. [[Thermo Generator (Long War)|Thermo Generators]] can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the [[Access Lift (Long War)|Access Lift]].&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 50% and adds 10 Meld to the cost, but halves the construction time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | Constructible facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Access Lift (Long War)|Access Lift]]&lt;br /&gt;
| Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations and other constructions may be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| Increases research speed by 20%.&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Genetics Lab (Long War)|Genetics Lab]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Psionic Labs (Long War)|Psionic Labs]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None&lt;br /&gt;
| 250 || 0 || 10 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Workshop (Long War)|Workshop]]&lt;br /&gt;
| Reduces item cost by 10% and gives a 10% refund on materials.&amp;lt;br /&amp;gt;Multiple [[Workshop (Long War)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Foundry]]&lt;br /&gt;
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Repair Bay (Long War)|Repair Bay]]&lt;br /&gt;
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]], and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them. In b15 it allow you to repair damaged equipment. &lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || None&lt;br /&gt;
| 50 || 0 || 0 || 10 || 10 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Officer Training School (Long War)|Officer Training School]]&lt;br /&gt;
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Fission Generator (Long War)|Fission Generator]]&lt;br /&gt;
| Supplies 8 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 120 || 0 || 0 || 10 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Thermo Generator (Long War)|Thermo Generator]]&lt;br /&gt;
| Supplies 25 power, which is required to construct additional facilities.&amp;lt;br /&amp;gt;Must be built over steam vents.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 350 || 0 || 0 || 21 || 35 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Elerium Generator (Long War)|Elerium Generator]]&lt;br /&gt;
| Supplies 35 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None&lt;br /&gt;
| 400 || 30 || 30 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Uplink (Long War)|Satellite Uplink]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.&amp;lt;br /&amp;gt;Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 300 || 25 || 10 || 21 || 30 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Alien Containment (Long War)|Alien Containment]]&lt;br /&gt;
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing players to interrogate them in the Labs.&amp;lt;br /&amp;gt;Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.&lt;br /&gt;
| None || [[Research_(Long_War)|Xenobiology]] || None&lt;br /&gt;
| 200 || 10 || 0 || 14 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hyperwave Relay (Long War)|Hyperwave Relay]]&lt;br /&gt;
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (Long War)|UFOs]] when they are detected.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Communications]] || None&lt;br /&gt;
| 600 || 50 || 30 || 28 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Gollop Chamber (Long War)|Gollop Chamber]]&lt;br /&gt;
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| 1000 || 50 || 30 || 28 || 200 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
[[File:Empty Facilities Long War.jpg|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single [[Access Lift (Long War)|Access Lift]] in the middle of the top level, and a single [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the [[Access Lift (Long War)|Access Lift]]. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional [[Access Lift (Long War)|Access Lifts]]. Players can build an [[Access Lift (Long War)|Access Lift]] on a lower level to gain access to that level. The [[Access Lift (Long War)|Access Lifts]] must be connected, so the first [[Access Lift (Long War)|Access Lift]] a player builds must be at the second level, the second [[Access Lift (Long War)|Access Lift]] on the third level and the third [[Access Lift (Long War)|Access Lift]] on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an [[Access Lift (Long War)|Access Lift]]), you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Open spaces that are separated from the [[Access Lift (Long War)|Access Lift]] by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Sections with solid ground that are separated from the [[Access Lift (Long War)|Access Lift]] by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 5 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed:&lt;br /&gt;
* Excavating a section on the top level costs 10 Credits.&lt;br /&gt;
* Excavating a section on the second level costs 20 Credits.&lt;br /&gt;
* Excavating a section on the third level costs 40 Credits.&lt;br /&gt;
* Excavating a section on the bottom level costs 80 Credits.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
[[File:2015-01-21 00001.jpg|right justify|thumb|512px|An example of end-game base layout. The in-progress Gollop Chamber and the one Fusion generator were formerly a laboratory and a workshop, respectively, with adjacency bonuses. Note that the Satellite block, had it been oriented horizontally, would allow for a 2x2 Elerium Generator block, but the +3 power would not be sufficient to allow both the Gollop Chamber and retain the removed Workshop (but the L-shape had been more than sufficient for the Lab and Workshop prior). However, the 2x2 power block would have allowed the Chamber to be built without the Fusion generator.]]&lt;br /&gt;
There are a total of 24 sections available for facilities, not counting the [[Access Lift (Long War)|Access Lifts]]. To make optimal use of the adjacency bonuses, it is important that players plan the layout of their facilities ahead of time, to optimize adjacency bonuses. Since there are 4 different adjacency types, it&#039;s only natural to assign each adjacency type to it&#039;s own quarter:&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]], which include the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]].&lt;br /&gt;
* [[Workshop (Long War)|Workshops]], which include the [[Foundry (Long War)|Foundry]] and the [[Repair Bay (Long War)|Repair Bay]].&lt;br /&gt;
* Power generators, which include [[Fission Generator (Long War)|Fission Generators]], [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]].&lt;br /&gt;
* Satellite support, which include [[Satellite Uplink (Long War)|Satellite Uplinks]] and [[Satellite Nexus (Long War)|Satellite Nexuses]].&lt;br /&gt;
&lt;br /&gt;
Players start with a [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the first [[Access Lift (Long War)|Access Lift]]. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of supporting this, is by building 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] (3 maximum satellites) and 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which provides them with a total of 16 maximum satellites. This means that the entire top left quarter can be reserved for satellite support, while leaving room for a 2x2 Elerium Generator block. Alternatively, one could build the satellite hub as two facilities across, and three down, allowing non-adjacency facilities (such as the officer training school and alien containment) to be built vertically down the leftmost edge, which can be an attractive use of upper-space, if those facilities are a priority.&lt;br /&gt;
&lt;br /&gt;
Steam vents can provide a great boost to power during the early months of the game, thanks to [[Thermo Generator (Long War)|Thermo Generators]], so the quarter that players reserve for their Power generators should contain at least one steam vent. It can be beneficial to restart the campaign until both steam vents are close to each other in the same quarter of the base, but keep in mind that [[Elerium Generator (Long War)|Elerium Generators]] supply more power than [[Thermo Generator (Long War)|Thermo Generators]] and do not have placement requirements, so steam vents can be ignored in the long run.&lt;br /&gt;
&lt;br /&gt;
Steam vents are generally found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build [[Fission Generator (Long War)|Fission Generators]] at the top of the base during the early months, to provide enough supply for their early buildings, and then tear these down once there are enough [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]] in place, as [[Fission Generator (Long War)|Fission Generators]] are very inefficient once players are getting tight for space.&lt;br /&gt;
&lt;br /&gt;
With the top left quarter reserved for Satellite support and one of the bottom quarters reserved for Power generators, the remaining two quarters are available for [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. Players should reserve the top right quarter for the adjacency type they want to focus on during the early game, and reserve the remaining quarter at the bottom for the other adjacency type.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if players are reserving the bottom left quarter for Power generators, they could reserve vertical lines for their [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. While this is slightly less efficient for the adjacency bonuses, it allows players to build essential buildings of either type before expanding to the third level.&lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that they also need to reserve space for the [[Officer Training School (Long War)|Officer Training School]], the [[Alien Containment (Long War)|Alien Containment]], the [[Hyperwave Relay (Long War)|Hyperwave Relay]] and the [[Gollop Chamber (Long War)|Gollop Chamber]]. These buildings have no adjacency type, and thus can be built in any quarter where players are not planning to use all 6 sections for the adjacency type.&lt;br /&gt;
&lt;br /&gt;
If you go with a 2x4 configuration of the Foundry, the MEC Lab, and 6 Workshops (as recommended in [[XCOM_Headquarters_(EU2012)#Adjacency_Bonuses|Vanilla]]), you will end up with about a 46-48% refund in Elerium and Alloys from any builds in Engineering; this is fairly close to the listed 50% rebate maximum, and without crowding out the other facilities you&#039;ll be needing. Note that this does not include &#039;&#039;credits&#039;&#039;, so it is not quite &amp;quot;buy two get one free.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
Since there are only 24 sections available, it helps to calculate beforehand how many Power generators players require. Keep in mind that the [[Facilities (Long War)#static facilities|static facilities]] require 13 power and supply 30 power. For example, players may want to construct the following list of facilities:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 2 [[Laboratory (Long War)|Laboratories]] require a total of 8 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 3 [[Workshop (Long War)|Workshops]] require a total of 12 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Repair Bay (Long War)|Repair Bay]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
* The [[Gollop Chamber (Long War)|Gollop Chamber]] requires 35 power.&lt;br /&gt;
These facilities together take up 19 sections, leaving 5 for Power generators, and require a total of 180 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 150 power is required. The most efficient way of supplying this, is by building 4 [[Elerium Generator (Long War)|Elerium Generators]] (140 power) in a 2x2 pattern for 4 adjacency bonuses (12 power), which provides them with a total of 152 supply.&lt;br /&gt;
&lt;br /&gt;
However, since that does not leave enough power for any facility in the last remaining spot, there is little point in tearing down the [[Thermo Generator (Long War)|Thermo Generators]] to replace them with the more expensive [[Elerium Generator (Long War)|Elerium Generators]]. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 3 [[Elerium Generator (Long War)|Elerium Generators]] (105 power) provide a total of 155 power, even without adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
Alternatively, since the [[Gollop Chamber (Long War)|Gollop Chamber]] is by far the most power consuming building, and is only required at the very end of the campaign, players could focus on a base without the [[Gollop Chamber (Long War)|Gollop Chamber]], and when it&#039;s time to end the campaign, tear down several buildings to provide both space and power for the [[Gollop Chamber (Long War)|Gollop Chamber]]:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 3 [[Laboratory (Long War)|Laboratories]] require a total of 12 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 4 [[Workshop (Long War)|Workshops]] require a total of 16 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Repair Bay (Long War)|Repair Bay]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
These facilities together take up 20 sections, leaving 4 for Power generators, and require a total of 153 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 123 power is required. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 2 [[Elerium Generator (Long War)|Elerium Generators]] (70 power) provide a total of 120 power, so a single adjacency bonus (3 power) provides a total of 123 power.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=64055</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=64055"/>
		<updated>2015-04-15T01:30:13Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Foundry Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Foundry.jpg&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new combat items and improvements to current items&lt;br /&gt;
|adjacency=[[Workshop (Long War)|Workshop]] &amp;lt;br&amp;gt;(+5% discount/refund)&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=200&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=18 &lt;br /&gt;
|quick credits=300&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=10&lt;br /&gt;
|quick build time=9 &lt;br /&gt;
|maintenance=25&lt;br /&gt;
|power=6&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.&lt;br /&gt;
&lt;br /&gt;
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. &lt;br /&gt;
&lt;br /&gt;
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.&lt;br /&gt;
&lt;br /&gt;
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.&lt;br /&gt;
&lt;br /&gt;
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== Foundry Projects ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | SHIV-Specific Upgrades&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Field Repairs&lt;br /&gt;
| Allows arc throwers to be used to repair SHIVS and MECs.&lt;br /&gt;
| 15&lt;br /&gt;
| Drone Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mechanized Unit Defenses&lt;br /&gt;
| Unlocks the &#039;&#039;Core Armoring&#039;&#039; and &#039;&#039;Alloy Carbide Plating&#039;&#039; items for MECs and SHIVs to increase their defensive capabilities.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Body Armor&lt;br /&gt;
| §150&lt;br /&gt;
| 60&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 2x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Sentinel Drone&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Repair Servos&#039;&#039; and &#039;&#039;Close Combat Specialist&#039;&#039; perk.&lt;br /&gt;
| 50&lt;br /&gt;
| Cyberdisc Autopsy&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 1x Drone Wreck, &amp;lt;br /&amp;gt; 1x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SHIV Suppression&lt;br /&gt;
| Grants SHIVs the &#039;&#039;Suppression&#039;&#039; perk, allowing them to use suppressing fire in combat. Also unlocks &#039;&#039;Advanced Suppression Module&#039;&#039;.&lt;br /&gt;
| 15&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §40&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Mechanical Unit Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Servomotors&lt;br /&gt;
| All SHIVs and MECs are granted the &#039;&#039;Sprinter&#039;&#039; perk upon completing the project. Unlocks &#039;&#039;Walker Servos&#039;&#039; for soldiers and &#039;&#039;Elerium Turbos&#039;&#039; for SHIVs.&lt;br /&gt;
| 45&lt;br /&gt;
| Mechtoid Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 8x Mechtoid Core&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Jellied Elerium&lt;br /&gt;
| Changes the flamethrower to conduct panic rolls with a 80 will test, and unlocks the &#039;&#039;Incinerator Module&#039;&#039;.&lt;br /&gt;
| 45&lt;br /&gt;
| Elerium&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 10&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Close Combat&lt;br /&gt;
| Grants all MECs the &#039;&#039;MEC Close Combat&#039;&#039; perk, increasing Kinetic Strike damage by 50%. In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC&#039;s turn.&lt;br /&gt;
| 50&lt;br /&gt;
| Berserker Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 7&lt;br /&gt;
| 8x Berserker Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MEC Warfare Systems&lt;br /&gt;
| Vital for further MEC equipment development; prerequisite for the production of many advanced MEC weapons, suits, and items (railgun, stronger MEC suits, flamethrower, etc.).&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §25&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shaped Armor&lt;br /&gt;
| Increases health of mechanized units (SHIV, MEC) by 3.&lt;br /&gt;
| 35&lt;br /&gt;
| Floater Autopsy&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 25x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | General Weapon Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Grenades&lt;br /&gt;
| Allows the use of alien grenades over HE Grenades, increases the damage of AP Grenades by 2, and increases the AOE of HE grenades by 40%.&lt;br /&gt;
| 35&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §100&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x Alien Grenade (from live capture)&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Ammo Conservation&lt;br /&gt;
| Increases the ammo capacity of weapons by 1 shot/burst.&lt;br /&gt;
| 60&lt;br /&gt;
| Muton Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 80&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| 14&lt;br /&gt;
| 20x Muton Corpses&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Ballistics&lt;br /&gt;
| Unlocks &#039;&#039;Alloy-Jacketed Rounds&#039;&#039;, which increases ballistic/gauss weapon damage by +1.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §80&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Lasers&lt;br /&gt;
| Unlocks &#039;&#039;Enhanced Beam Optics&#039;&#039;, which increases beam/pulse laser weapon damage by +1.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Beam Lasers&lt;br /&gt;
| §150&lt;br /&gt;
| 40&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Enhanced Plasma&lt;br /&gt;
| All plasma-tier weapons receive +1 base damage. Also unlocks &#039;&#039;Plasma Stellerator&#039;&#039;, which increases plasma weapon damage by +1.&lt;br /&gt;
| 120&lt;br /&gt;
| Precision Plasma Weapons&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0 &lt;br /&gt;
| 21&lt;br /&gt;
| 1x Plasma Dragon &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quenchguns&lt;br /&gt;
| Doubles the DR reduction of gauss weapons to 0.67.&lt;br /&gt;
| 60&lt;br /&gt;
| Advanced Gauss Weapons&lt;br /&gt;
| §250&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 50&lt;br /&gt;
| 25&lt;br /&gt;
| 14&lt;br /&gt;
| 2x Alien Carbine&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Pistol Upgrades&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Mag Pistols&lt;br /&gt;
| Grants +8% critical hit chance to all pistols.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Weaponry&lt;br /&gt;
| §35&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Rail Pistols&lt;br /&gt;
| Grants +8% aim to all pistols.&lt;br /&gt;
| 20&lt;br /&gt;
| Gauss Weapons&lt;br /&gt;
| §90&lt;br /&gt;
| 10&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Reflex Pistols&lt;br /&gt;
| Grants +1 base damage to all pistols.&lt;br /&gt;
| 35&lt;br /&gt;
| Compact Plasma Weapons&lt;br /&gt;
| §145&lt;br /&gt;
| 30&lt;br /&gt;
| 60&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 1x Alien Pistol&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Material Recovery&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Salvage&lt;br /&gt;
| Increases weapon fragment recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §200&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Metallurgy&lt;br /&gt;
| Increases alien alloy recovery by 20%.&lt;br /&gt;
| 20&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §300&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 100&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Alien Nucleonics&lt;br /&gt;
| Increases elerium recovery by 20%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 150&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Aerospace Improvements&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Gauss Weapons &lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 100&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot; | Miscellaneous&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Flight&lt;br /&gt;
| Increases fuel/flight time for flight-capable units (Archangel/Seraph armors, Hover SHIV) and unlocks the &#039;&#039;Fuel Cell&#039;&#039; item.&lt;br /&gt;
| 50&lt;br /&gt;
| Antigrav Systems&lt;br /&gt;
| §325&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 5x Drone Wreck, &amp;lt;br /&amp;gt; 5x Heavy Floater Corpse, &amp;lt;br /&amp;gt; 5x Cyberdisc Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Surgery&lt;br /&gt;
| Decreases soldier wound times by 30%.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Biocybernetics&lt;br /&gt;
| §600&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 12x Alien Stasis Tank,&amp;lt;br /&amp;gt; 12x Alien Surgery&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Armor&lt;br /&gt;
| Any spare phalanx armor will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Improved Body Armor&lt;br /&gt;
| §20&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Base Security: Weapons&lt;br /&gt;
| Any spare laser rifles will be equipped by base security personnel during a HQ defense mission.&lt;br /&gt;
| 25&lt;br /&gt;
| Beam Lasers&lt;br /&gt;
| §40&lt;br /&gt;
| 0 &lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Drone Capture&lt;br /&gt;
| XCOM can now use the arc thrower to capture enemy drones for the duration of the combat mission (100% chance to capture).&lt;br /&gt;
| 95&lt;br /&gt;
| EMP Weapons&lt;br /&gt;
| §350&lt;br /&gt;
| 0&lt;br /&gt;
| 100&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 21&lt;br /&gt;
| 50x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Arc Thrower&lt;br /&gt;
| Increases the successful stun rate of the arc thrower in combat (57%/57%/57%/55%/48%/42%).&lt;br /&gt;
| 30&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §100&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 40&lt;br /&gt;
| 0 &lt;br /&gt;
| 14&lt;br /&gt;
| 10x Drone Wreck&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Medikit&lt;br /&gt;
| Increases medikit healing by +3 HP per charge, and restorative mist healing by +2 HP per charge.&lt;br /&gt;
| 12&lt;br /&gt;
| Thin Man Autopsy&lt;br /&gt;
| §180&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 20&lt;br /&gt;
| 7&lt;br /&gt;
| 20x Thin Man Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| New Combat Systems&lt;br /&gt;
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects.&lt;br /&gt;
| 30&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 30&lt;br /&gt;
| 50 &lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Psi Warfare Systems&lt;br /&gt;
| Like &#039;&#039;New Combat Systems&#039;&#039;, unlocks an assortment of psionic special equipment.&lt;br /&gt;
| 40&lt;br /&gt;
| Xenopsionics&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 12x Sectoid Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SCOPE Upgrade&lt;br /&gt;
| Increases the critical hit chance of the SCOPE by +8% and of the laser sight by +4%.&lt;br /&gt;
| 25&lt;br /&gt;
| Experimental Warfare&lt;br /&gt;
| §100&lt;br /&gt;
| 0&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 7&lt;br /&gt;
| 1x SCOPE&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Tactical Rigging&lt;br /&gt;
| Grants one extra item slot to soldiers.&lt;br /&gt;
| 80&lt;br /&gt;
| Muton Elite Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 21&lt;br /&gt;
| 20x Muton Elite Corpse&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=64054</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=64054"/>
		<updated>2015-04-15T00:45:04Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Shotguns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long War makes several changes to weapons:&lt;br /&gt;
&lt;br /&gt;
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
&lt;br /&gt;
* There are several additional types of primary and secondary weapon available in each tier.&lt;br /&gt;
&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Tiers==&lt;br /&gt;
===Conventional/Ballistic===&lt;br /&gt;
These are the basic weapons you start with - and whilst they&#039;re okay to begin with, they&#039;re not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Beam Lasers===&lt;br /&gt;
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good &#039;training&#039; weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won&#039;t be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Gauss===&lt;br /&gt;
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it&#039;s a recipe for pretty formidable personal weaponry.  In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light &#039;em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can&#039;t obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. &lt;br /&gt;
&lt;br /&gt;
===Pulse Lasers===&lt;br /&gt;
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.&lt;br /&gt;
&lt;br /&gt;
===Plasma===&lt;br /&gt;
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you&#039;ll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
== Weapon types==&lt;br /&gt;
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: &#039;&#039;&#039;SHIV/MEC Primary Weapons&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Light Machine Guns&#039;&#039;&#039; and &#039;&#039;&#039;Shotguns&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;, &#039;&#039;&#039;Marksman/Sniper rifles&#039;&#039;&#039; and &#039;&#039;&#039;Squad Automatic Weapon&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Assault Rifles&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Carbines&#039;&#039;&#039; and &#039;&#039;&#039;Submachine Guns&#039;&#039;&#039;. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns&#039; damage is severely impeded by damage reduction.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; === &lt;br /&gt;
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Pistol&#039;&#039;&#039; ||  1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Laser Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Pistol Long War.png|center|128x64px]] &#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 155 || 15 || 30 || 2 || 12 || 1x Alien Pistol &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Machine Pistols&#039;&#039;&#039;=== &lt;br /&gt;
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Machine Pistols&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Machine pistol Long War.png|center|128x64px]]&#039;&#039;&#039;Machine Pistol&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heater Long War.png|center|128x64px]]&#039;&#039;&#039;Heater&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons  || 25 || 5 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autopistol&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger&amp;lt;br /&amp;gt;.34 DR Reduction || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 2 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster&#039;&#039;&#039;  || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 24 || 16 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Mauler Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Mauler&#039;&#039;&#039;  || 4-8 (6) || 0% || 8-11 || -8 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SMGs&#039;&#039;&#039;=== &lt;br /&gt;
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They&#039;re very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SMGs&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:SMG Long War.png|center|128x64px]]&#039;&#039;&#039;Submachine Gun&#039;&#039;&#039;  || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Shatterray Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Shatterray&#039;&#039;&#039;  || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Stuttergun&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || .34 DR reduction || All || 35 || Gauss Weapons || 65 || 12 || 2 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Stengun Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Stengun&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 30 || 20 || 0 ||12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Stormgun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Carbines&#039;&#039;&#039;===&lt;br /&gt;
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus.  They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Carbine&#039;&#039;&#039; || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Carbine&#039;&#039;&#039; || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Carbine&#039;&#039;&#039; || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || .34 DR reduction || All || 35 || Gauss Weapons || 80 || 16 || 4 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 30 || 30 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Carbine Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Carbine&#039;&#039;&#039; || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Assault Rifles&#039;&#039;&#039;===&lt;br /&gt;
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.&amp;lt;br&amp;gt;&lt;br /&gt;
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown, although it does not confer the snap shot perk. It has low damage and ammo capacity. Useful early on for raiding small UFO&#039;s with capable soldiers and plenty of arc thrower uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Assault Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Assault Rifle&#039;&#039;&#039; || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || .34 DR reduction || All || 38 || Gauss Weapons || 90 || 24 || 4 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 40 || 30 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Arc Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 200 (30) || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology &amp;lt;br/&amp;gt; New Combat Systems || 60 || 5 || 5 || 0 || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy Rifles&#039;&#039;&#039;===&lt;br /&gt;
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, and -10 aim after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;19&amp;quot; | Heavy Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Battle Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Battle Rifle&#039;&#039;&#039; || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Laser Rifle&#039;&#039;&#039; || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Gauss Rifle&#039;&#039;&#039; || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || .34 DR reduction || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 5 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Pulse Rifle&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 40 || 30 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Heavy Plasma Rifle&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Shotguns&#039;&#039;&#039;===&lt;br /&gt;
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range.  Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility.  It has only one shot, and this cannot be increased by ammo capacity upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 4-8 (6) || 16% || 8-11 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer  || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]&#039;&#039;&#039;Sawed-Off Shotgun&#039;&#039;&#039; || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. &amp;lt;br&amp;gt; Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039; || 5-9 (7) || 16% || 9-12 || +6 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Cannon&#039;&#039;&#039; || 6-10 (8) || 16% || 10-14 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&amp;lt;br&amp;gt;.34 DR reduction&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer  || 40 || Advanced Gauss Weapons || 130 || 36 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Scatter Blaster Long War.png|center|128x64px]]&#039;&#039;&#039;Scatter Blaster&#039;&#039;&#039; || 7-11 (9) || 24% || 11-16 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 40 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Cannon&#039;&#039;&#039; || 7-13 (10) || 16% || 13-18 || 0 || 0 || 3+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage Reduction (Long War)|Damage reduction]] penalty&lt;br /&gt;
| Infantry, Assault, Scout, Medic, Engineer || 102 || Sectopod Autopsy || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sniper Rifles&#039;&#039;&#039;===&lt;br /&gt;
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don&#039;t have snapshot training).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039; || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Sniper Rifle&#039;&#039;&#039; || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Long Rifle&#039;&#039;&#039; || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty&amp;lt;br&amp;gt;Grants HEAT Ammo perk.&amp;lt;br&amp;gt;.34 DR reduction || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 10 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Sniper Rifle&#039;&#039;&#039; || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 50 || 40 || 0|| 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Sniper Rifle&#039;&#039;&#039; || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Marksman Rifles&#039;&#039;&#039;===&lt;br /&gt;
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving.  Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can  fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.&amp;lt;br&amp;gt;&lt;br /&gt;
Marksman Rifles are better suited to close-quarters maps where mobility is essential.&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Marksman Rifles&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Marksman Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Marksman Rifle&#039;&#039;&#039; || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Strike Rifle&#039;&#039;&#039; || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Alloy Strike Rifle&#039;&#039;&#039; || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty&amp;lt;br&amp;gt;.34 DR reduction || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 6 || 0 || 14 &lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Rifle&#039;&#039;&#039; || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 50 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Reflex Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Reflex Rifle&#039;&#039;&#039; || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SAWs&#039;&#039;&#039;===&lt;br /&gt;
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can&#039;t be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Squad Automatic Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: SAW Long War.png|center|128x64px]]&#039;&#039;&#039;SAW&#039;&#039;&#039; || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autolaser Long War.png|center|128x64px]]&#039;&#039;&#039;Autolaser&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Autorifle&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || .34 DR reduction || Gunner || 38 || Gauss Weapons || 100 || 30 || 4 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Autoblaster&#039;&#039;&#039; || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 60 || 40 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Novagun Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Novagun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;LMGs&#039;&#039;&#039;===&lt;br /&gt;
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.&amp;lt;br&amp;gt;&lt;br /&gt;
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Light Machine Guns&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: LMG Long War.png|center|128x64px]]&#039;&#039;&#039;LMG&#039;&#039;&#039; || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Laser&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Gauss Machine Gun&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight&amp;lt;br&amp;gt;.34 DR reduction || Gunner || 45 || Gauss Weapons || 140 || 32 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Gatling Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Gatling Pulser&#039;&#039;&#039; || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 70 || 45 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Plasma Dragon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Dragon&#039;&#039;&#039; || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action&amp;lt;br&amp;gt;Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Rocket Launchers&#039;&#039;&#039;===&lt;br /&gt;
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier&#039;s Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Rocket Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]&#039;&#039;&#039;Recoilless Rifle&#039;&#039;&#039; || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission&amp;lt;br /&amp;gt;.34 DR reduction || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Blaster Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Blaster Launcher&#039;&#039;&#039; || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Primary Weapons&#039;&#039;&#039;===&lt;br /&gt;
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Primary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Minigun Long War.png|center|128x64px]]&#039;&#039;&#039;Minigun&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Laser Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Lance&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Railgun Long War.png|center|128x64px]]&#039;&#039;&#039;Railgun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || .34 DR reduction, no suppression || MEC || 45 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 50 || 6 || 20 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Pulse Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Pulse Lance&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers&amp;lt;br /&amp;gt;MEC Warfare Systems || 240 || 70 || 48 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Particle Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Particle Cannon&#039;&#039;&#039; || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;MEC Secondary Weapons&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | MEC Secondary Weapons&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Flamethrower Long War.png|center|128x64px]]&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:&amp;lt;br /&amp;gt;Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Restorative Mist Long War.png|center|128x64px]]&#039;&#039;&#039;Restorative Mist&#039;&#039;&#039; || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]&#039;&#039;&#039;Kinetic Strike Module&#039;&#039;&#039; || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy&amp;lt;br /&amp;gt;MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Grenade Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Grenade Launcher&#039;&#039;&#039; || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]&#039;&#039;&#039;Proximity Mine Launcher&#039;&#039;&#039; || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Electro Pulse Long War.png|center|128x64px]]&#039;&#039;&#039;Electropulse&#039;&#039;&#039; || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons&amp;lt;br /&amp;gt;MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;SHIV Turrets&#039;&#039;&#039;===&lt;br /&gt;
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;90%&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;19&amp;quot; | SHIV Turrets &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; width=&amp;quot;12%&amp;quot; | Name  !! rowspan=&amp;quot;2&amp;quot; | {{Damage Icon}} &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+average base damage&amp;quot;&amp;gt;&#039;&#039;&#039;Dm&#039;&#039;&#039;&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; |{{ Crit Hit Chance Icon}} &#039;&#039;&#039; Crt %&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Crit Hit Damage Icon}} &#039;&#039;&#039; DmC&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Aim (Long War)}}&#039;&#039;&#039;Aim&#039;&#039;&#039; !! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Autocannon Long War.png|center|128x64px]]&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None  || colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Laser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Laser&#039;&#039;&#039; || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Sentry Gun Long War.png|center|128x64px]]&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || .34 DR reduction || SHIV || 40 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Pulser&#039;&#039;&#039; || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 70 || 50 || 0 || 14 || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]&#039;&#039;&#039;Superheavy Plasma&#039;&#039;&#039;  || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.  Rockets can not change height through scatter.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. &amp;quot;Scatter&amp;quot; instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation.  Rockets can exceed even this degree of deviation, but the chance is negligible.&lt;br /&gt;
&lt;br /&gt;
Unblocked (no &amp;quot;Shot is Blocked&amp;quot; warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process.  If they encounter an allied or enemy pawn, they will detonate immediately. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Loadout (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Loadout (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=63540</id>
		<title>Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=63540"/>
		<updated>2015-03-13T00:21:09Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Constructible facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Facilities background Long War.jpg|left|256px]]&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.&lt;br /&gt;
&lt;br /&gt;
The XCOM Headquarters, often referred to as the &amp;quot;Ant Farm&amp;quot;, due to it&#039;s side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.&lt;br /&gt;
&lt;br /&gt;
=Static facilities=&lt;br /&gt;
The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 13 power, effectively supplying 17 power to the constructible facilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Static facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (Long War)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;Hologlobe&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (Long War)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project and review completed research projects.&amp;lt;br /&amp;gt;Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (Long War)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Foundry (Long War)|Foundry]] and the [[Repair Bay (Long War)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (Long War)|Barracks]]&lt;br /&gt;
| The Barracks houses the soldiers that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (Long War)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s interceptors and firestorms.&amp;lt;br /&amp;gt;In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.&amp;lt;br /&amp;gt;Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.&lt;br /&gt;
| 0 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (Long War)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.&amp;lt;br/&amp;gt;In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.&amp;lt;br /&amp;gt;Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Constructible facilities=&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an [[Access Lift (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
Two sections contain steam vents. [[Thermo Generator (Long War)|Thermo Generators]] can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the [[Access Lift (Long War)|Access Lift]].&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 50% and adds 10 Meld to the cost, but halves the construction time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | Constructible facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Access Lift (Long War)|Access Lift]]&lt;br /&gt;
| Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations and other constructions may be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| Increases research speed by 20%.&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Genetics Lab (Long War)|Genetics Lab]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Psionic Labs (Long War)|Psionic Labs]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None&lt;br /&gt;
| 250 || 0 || 10 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Workshop (Long War)|Workshop]]&lt;br /&gt;
| Reduces item cost by 10% and gives a 10% refund on materials.&amp;lt;br /&amp;gt;Multiple [[Workshop (Long War)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Foundry]]&lt;br /&gt;
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Repair Bay (Long War)|Repair Bay]]&lt;br /&gt;
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]], and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || [[Research_(Long_War)|Alien Biocybernetics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 21 || 35 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Officer Training School (Long War)|Officer Training School]]&lt;br /&gt;
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Fission Generator (Long War)|Fission Generator]]&lt;br /&gt;
| Supplies 8 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 120 || 0 || 0 || 10 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Thermo Generator (Long War)|Thermo Generator]]&lt;br /&gt;
| Supplies 25 power, which is required to construct additional facilities.&amp;lt;br /&amp;gt;Must be built over steam vents.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 350 || 0 || 0 || 21 || 35 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Elerium Generator (Long War)|Elerium Generator]]&lt;br /&gt;
| Supplies 35 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None&lt;br /&gt;
| 400 || 30 || 30 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Uplink (Long War)|Satellite Uplink]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.&amp;lt;br /&amp;gt;Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 300 || 25 || 10 || 21 || 30 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Alien Containment (Long War)|Alien Containment]]&lt;br /&gt;
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing players to interrogate them in the Labs.&amp;lt;br /&amp;gt;Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.&lt;br /&gt;
| None || [[Research_(Long_War)|Xenobiology]] || None&lt;br /&gt;
| 200 || 10 || 0 || 14 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hyperwave Relay (Long War)|Hyperwave Relay]]&lt;br /&gt;
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (Long War)|UFOs]] when they are detected.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Communications]] || None&lt;br /&gt;
| 600 || 50 || 30 || 28 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Gollop Chamber (Long War)|Gollop Chamber]]&lt;br /&gt;
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| 1000 || 50 || 30 || 28 || 200 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
[[File:Empty Facilities Long War.jpg|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single [[Access Lift (Long War)|Access Lift]] in the middle of the top level, and a single [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the [[Access Lift (Long War)|Access Lift]]. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional [[Access Lift (Long War)|Access Lifts]]. Players can build an [[Access Lift (Long War)|Access Lift]] on a lower level to gain access to that level. The [[Access Lift (Long War)|Access Lifts]] must be connected, so the first [[Access Lift (Long War)|Access Lift]] a player builds must be at the second level, the second [[Access Lift (Long War)|Access Lift]] on the third level and the third [[Access Lift (Long War)|Access Lift]] on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an [[Access Lift (Long War)|Access Lift]]), you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Open spaces that are separated from the [[Access Lift (Long War)|Access Lift]] by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Sections with solid ground that are separated from the [[Access Lift (Long War)|Access Lift]] by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 5 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed:&lt;br /&gt;
* Excavating a section on the top level costs 10 Credits.&lt;br /&gt;
* Excavating a section on the second level costs 20 Credits.&lt;br /&gt;
* Excavating a section on the third level costs 40 Credits.&lt;br /&gt;
* Excavating a section on the bottom level costs 80 Credits.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
[[File:2015-01-21 00001.jpg|right justify|thumb|512px|An example of end-game base layout. The in-progress Gollop Chamber and the one Fusion generator were formerly a laboratory and a workshop, respectively, with adjacency bonuses. Note that the Satellite block, had it been oriented horizontally, would allow for a 2x2 Elerium Generator block, but the +3 power would not be sufficient to allow both the Gollop Chamber and retain the removed Workshop (but the L-shape had been more than sufficient for the Lab and Workshop prior). However, the 2x2 power block would have allowed the Chamber to be built without the Fusion generator.]]&lt;br /&gt;
There are a total of 24 sections available for facilities, not counting the [[Access Lift (Long War)|Access Lifts]]. To make optimal use of the adjacency bonuses, it is important that players plan the layout of their facilities ahead of time, to optimize adjacency bonuses. Since there are 4 different adjacency types, it&#039;s only natural to assign each adjacency type to it&#039;s own quarter:&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]], which include the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]].&lt;br /&gt;
* [[Workshop (Long War)|Workshops]], which include the [[Foundry (Long War)|Foundry]] and the [[Repair Bay (Long War)|Repair Bay]].&lt;br /&gt;
* Power generators, which include [[Fission Generator (Long War)|Fission Generators]], [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]].&lt;br /&gt;
* Satellite support, which include [[Satellite Uplink (Long War)|Satellite Uplinks]] and [[Satellite Nexus (Long War)|Satellite Nexuses]].&lt;br /&gt;
&lt;br /&gt;
Players start with a [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the first [[Access Lift (Long War)|Access Lift]]. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of supporting this, is by building 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] (3 maximum satellites) and 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which provides them with a total of 16 maximum satellites. This means that the entire top left quarter can be reserved for satellite support, while leaving room for a 2x2 Elerium Generator block. Alternatively, one could build the satellite hub as two facilities across, and three down, allowing non-adjacency facilities (such as the officer training school and alien containment) to be built vertically down the leftmost edge, which can be an attractive use of upper-space, if those facilities are a priority.&lt;br /&gt;
&lt;br /&gt;
Steam vents can provide a great boost to power during the early months of the game, thanks to [[Thermo Generator (Long War)|Thermo Generators]], so the quarter that players reserve for their Power generators should contain at least one steam vent. It can be beneficial to restart the campaign until both steam vents are close to each other in the same quarter of the base, but keep in mind that [[Elerium Generator (Long War)|Elerium Generators]] supply more power than [[Thermo Generator (Long War)|Thermo Generators]] and do not have placement requirements, so steam vents can be ignored in the long run.&lt;br /&gt;
&lt;br /&gt;
Steam vents are generally found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build [[Fission Generator (Long War)|Fission Generators]] at the top of the base during the early months, to provide enough supply for their early buildings, and then tear these down once there are enough [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]] in place, as [[Fission Generator (Long War)|Fission Generators]] are very inefficient once players are getting tight for space.&lt;br /&gt;
&lt;br /&gt;
With the top left quarter reserved for Satellite support and one of the bottom quarters reserved for Power generators, the remaining two quarters are available for [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. Players should reserve the top right quarter for the adjacency type they want to focus on during the early game, and reserve the remaining quarter at the bottom for the other adjacency type.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if players are reserving the bottom left quarter for Power generators, they could reserve vertical lines for their [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. While this is slightly less efficient for the adjacency bonuses, it allows players to build essential buildings of either type before expanding to the third level.&lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that they also need to reserve space for the [[Officer Training School (Long War)|Officer Training School]], the [[Alien Containment (Long War)|Alien Containment]], the [[Hyperwave Relay (Long War)|Hyperwave Relay]] and the [[Gollop Chamber (Long War)|Gollop Chamber]]. These buildings have no adjacency type, and thus can be built in any quarter where players are not planning to use all 6 sections for the adjacency type.&lt;br /&gt;
&lt;br /&gt;
If you go with a 2x4 configuration of the Foundry, the MEC Lab, and 6 Workshops (as recommended in [[XCOM_Headquarters_(EU2012)#Adjacency_Bonuses|Vanilla]]), you will end up with about a 46-48% refund in Elerium and Alloys from any builds in Engineering; this is fairly close to the listed 50% rebate maximum, and without crowding out the other facilities you&#039;ll be needing. Note that this does not include &#039;&#039;credits&#039;&#039;, so it is not quite &amp;quot;buy two get one free.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
Since there are only 24 sections available, it helps to calculate beforehand how many Power generators players require. Keep in mind that the [[Facilities (Long War)#static facilities|static facilities]] require 13 power and supply 30 power. For example, players may want to construct the following list of facilities:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 2 [[Laboratory (Long War)|Laboratories]] require a total of 8 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 3 [[Workshop (Long War)|Workshops]] require a total of 12 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Repair Bay (Long War)|Repair Bay]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
* The [[Gollop Chamber (Long War)|Gollop Chamber]] requires 35 power.&lt;br /&gt;
These facilities together take up 19 sections, leaving 5 for Power generators, and require a total of 180 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 150 power is required. The most efficient way of supplying this, is by building 4 [[Elerium Generator (Long War)|Elerium Generators]] (140 power) in a 2x2 pattern for 4 adjacency bonuses (12 power), which provides them with a total of 152 supply.&lt;br /&gt;
&lt;br /&gt;
However, since that does not leave enough power for any facility in the last remaining spot, there is little point in tearing down the [[Thermo Generator (Long War)|Thermo Generators]] to replace them with the more expensive [[Elerium Generator (Long War)|Elerium Generators]]. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 3 [[Elerium Generator (Long War)|Elerium Generators]] (105 power) provide a total of 155 power, even without adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
Alternatively, since the [[Gollop Chamber (Long War)|Gollop Chamber]] is by far the most power consuming building, and is only required at the very end of the campaign, players could focus on a base without the [[Gollop Chamber (Long War)|Gollop Chamber]], and when it&#039;s time to end the campaign, tear down several buildings to provide both space and power for the [[Gollop Chamber (Long War)|Gollop Chamber]]:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 3 [[Laboratory (Long War)|Laboratories]] require a total of 12 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 4 [[Workshop (Long War)|Workshops]] require a total of 16 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Repair Bay (Long War)|Repair Bay]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
These facilities together take up 20 sections, leaving 4 for Power generators, and require a total of 153 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 123 power is required. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 2 [[Elerium Generator (Long War)|Elerium Generators]] (70 power) provide a total of 120 power, so a single adjacency bonus (3 power) provides a total of 123 power.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=63539</id>
		<title>Facilities (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Facilities_(Long_War)&amp;diff=63539"/>
		<updated>2015-03-13T00:18:55Z</updated>

		<summary type="html">&lt;p&gt;Ooinzaghi: /* Constructible facilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File: Facilities background Long War.jpg|left|256px]]&lt;br /&gt;
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base&#039;s important strategic and research functions. The headquarters in Long War are mostly the same as in vanilla, with pretty much every facility performing the same or a similar function as in vanilla.&lt;br /&gt;
&lt;br /&gt;
The XCOM Headquarters, often referred to as the &amp;quot;Ant Farm&amp;quot;, due to it&#039;s side view, is separated in two sections. The top half of the base consists of static facilities that are already available at the start of the game and are the same for every individual game. The bottom half of the base starts out mostly empty, with room to construct various additional facilities, once enough space has been excavated.&lt;br /&gt;
&lt;br /&gt;
=Static facilities=&lt;br /&gt;
The top half of the base contains several crucial facilities that are automatically available at the start of the game, and remain static throughout the game.&lt;br /&gt;
&lt;br /&gt;
The static facilities supply a total of 30 power and require a total of 13 power, effectively supplying 17 power to the constructible facilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Static facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
|  {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Mission Control (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Mission Control (Long War)|Mission Control]]&lt;br /&gt;
| The Mission Control Room is the focus of XCOM engagement, featuring a rotating hologram of Earth, referred to by Bradford as a &#039;Hologlobe&#039;.&amp;lt;br /&amp;gt;In the Mission Control Room, players can &amp;quot;Scan for Activity&amp;quot;, which advances the time and date, respond to available missions and watch aircraft on their way to a mission.&lt;br /&gt;
| 0 || 3&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Research (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Research (Long War)|Research]]&lt;br /&gt;
| The Research Lab houses the research team, headed by Dr. Vahlen.&amp;lt;br /&amp;gt;In the Research Lab, players can choose the active research project and review completed research projects.&amp;lt;br /&amp;gt;Players can also access the [[Genetics Lab (Long War)|Genetics Lab]] here, once it has been constructed.&lt;br /&gt;
| 0 || 5&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Engineering (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Engineering (Long War)|Engineering]]&lt;br /&gt;
| The Engineering Bay houses the engineering team, headed by Dr. Shen.&amp;lt;br /&amp;gt;In the Engineering Bay, players can build [[Weapons (Long War)|Weapons]], [[Armor (Long War)|Armor]], [[Equipment (Long War)|Equipment]] and [[S.H.I.V. (Long War)|Vehicles]] and expand the XCOM base by building new facilities.&amp;lt;br /&amp;gt;Players can also access the [[Foundry (Long War)|Foundry]] and the [[Repair Bay (Long War)|Repair Bay]] here, once they have been constructed.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Barracks (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Barracks (Long War)|Barracks]]&lt;br /&gt;
| The Barracks houses the soldiers that are available for missions.&amp;lt;br /&amp;gt;In the Barracks, players can review their soldiers, change their loadout and appearance, assign promotions, hire new soldiers and view the memorial to fallen soldiers.&amp;lt;br /&amp;gt;Players can also access the [[Officer Training School (Long War)|Officer Training School]] and the [[Psionic Labs (Long War)|Psionic Labs]] here, once they have been constructed.&lt;br /&gt;
| 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hangar (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hangar (Long War)|Hangar]]&lt;br /&gt;
| The Hangar houses the Skyranger troop transport, the soldiers that are selected for the current mission and the base&#039;s interceptors and firestorms.&amp;lt;br /&amp;gt;In the Hangar, players can review their interceptors and firestorms, change their loadout and name, order new interceptors and transfer interceptors and firestorms between different continents.&amp;lt;br /&amp;gt;Note that while fatigued [[Soldiers (Long War)|Soldiers]] remain in the Hangar, their remaining fatigue time does not reduce, causing them to remain fatigued until you remove them from the mission.&lt;br /&gt;
| 0 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Situation Room (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Situation Room (Long War)|Situation Room]]&lt;br /&gt;
| The Situation Room provides a global view of the funding countries, complete with panic levels and satellite coverage.&amp;lt;br/&amp;gt;In the situation room, players can review the funding countries, view objectives, launch new satellites, view XCOM finances, sell items on the gray market and view and accept pending council requests.&amp;lt;br /&amp;gt;Once [[EXALT Units (Long War)|EXALT]] has become active, players can also view their EXALT intel here, scan for EXALT cells, view and launch covert operations and accuse countries of harboring the EXALT headquarters.&lt;br /&gt;
| 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Constructible facilities=&lt;br /&gt;
The bottom half of the base contains 28 sections, separated in 4 levels, where players can construct additional facilities. The middle section of each level is reserved for an [[Access Lift (Long War)|Access Lift]], leaving the remaining 24 sections available for the various other facilities.&lt;br /&gt;
&lt;br /&gt;
Two sections contain steam vents. [[Thermo Generator (Long War)|Thermo Generators]] can only be built in these 2 sections, though you can also build any other facility in these sections, with the exception of the [[Access Lift (Long War)|Access Lift]].&lt;br /&gt;
&lt;br /&gt;
Most facilities have an adjacency type. When 2 facilities with the same adjacency type are build adjacent to each other (either horizontal or vertical), they together provide the adjacency bonus in addition to their regular benefits. Each facility can provide the adjacency bonus more than once. A line of 3 facilities provides the adjacency bonus twice, a block of 2x2 facilities provides the adjacency bonus 4 times, and a block of 3x2 facilities provides the adjacency bonus 7 times.&lt;br /&gt;
&lt;br /&gt;
Each of these additional facilities requires maintenance, which costs a fixed amount of Credits each month, as well as a continuous Power requirement. You cannot build any new facilities if that would cause the total amount of power required for all your facilities to exceed the total amount of power supplied.&lt;br /&gt;
&lt;br /&gt;
When needed, facilities can be built more quickly than normal, by selecting the option when building the facility. This increases the Credits, Alien Alloys and Elerium costs by 50% and adds 10 Meld to the cost, but halves the construction time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;11&amp;quot; | Constructible facilities (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;| Effect !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;16%&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;18%&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; width=&amp;quot;5%&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; width=&amp;quot;2%&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Access Lift (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Access Lift (Long War)|Access Lift]]&lt;br /&gt;
| Each base level requires an [[Access Lift (Long War)|Access Lift]] before excavations and other constructions may be performed at that base level.&amp;lt;br /&amp;gt;Must be built in the center column. Cannot be torn down once built.&lt;br /&gt;
| None || None || None&lt;br /&gt;
| 100 || 0 || 0 || 7 || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Laboratory (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| Increases research speed by 20%.&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || None || 10 scientists per [[Laboratory (Long War)|Laboratory]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Genetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Genetics Lab (Long War)|Genetics Lab]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to be [[Gene Mods (Long War)|Genetically modified]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt; (+10% research speed) || [[Research_(Long_War)|Xenogenetics]] || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Psionic Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Psionic Labs (Long War)|Psionic Labs]]&lt;br /&gt;
| Allows [[Soldiers (Long War)|Soldiers]] to discover and develop latent [[Psionic (Long War)|Psionic abilities]].&lt;br /&gt;
| Laboratory&amp;lt;br /&amp;gt;(+10% research speed) || [[Research_(Long_War)|Xenopsionics]] || None&lt;br /&gt;
| 250 || 0 || 10 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Workshop (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Workshop (Long War)|Workshop]]&lt;br /&gt;
| Reduces item cost by 10% and gives a 10% refund on materials.&amp;lt;br /&amp;gt;Multiple [[Workshop (Long War)|Workshops]] have diminishing returns and discounts and refunds cannot exceed 50%.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || 10 engineers per [[Workshop (Long War)|Workshop]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 30 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Foundry (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Foundry]]&lt;br /&gt;
| Unlocks [[Foundry (Long War)|development of new combat items and improvements to current items]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || None || None&lt;br /&gt;
| 200 || 0 || 0 || 18 || 25 || 6&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Cybernetics Lab (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Repair Bay (Long War)|Repair Bay]]&lt;br /&gt;
| Unlocks the production of [[Armor (Long War)#MEC Armor|Mechanized Exoskeletal Cybersuits]], and allows [[Soldiers (Long War)|Soldiers]] to be [[MEC Trooper (Long War)|augmented into MEC Troopers]] to wear them.&lt;br /&gt;
| Workshop&amp;lt;br /&amp;gt;(+5% discount/refund) || [[Research_(Long_War)|Alien Biocybernetics]] || None&lt;br /&gt;
| 50 || 0 || 0 || 21 || 35 || 4&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Officer Training School (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Officer Training School (Long War)|Officer Training School]]&lt;br /&gt;
| Unlocks [[Officer Training School (Long War)|increases to squad size and Officer training programs]].&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || None || 1 [[Soldiers (Long War)|Soldier]] at Corporal rank&lt;br /&gt;
| 200 || 0 || 0 || 7 || 10 || 1&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Facility !! rowspan=&amp;quot;2&amp;quot; | Effect !! rowspan=&amp;quot;2&amp;quot; | Adjacency type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;2&amp;quot; | Maintenance&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Time Icon}} || {{Credits Icon}} || &amp;lt;b&amp;gt;Power&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Fission Generator (Long War)|Fission Generator]]&lt;br /&gt;
| Supplies 8 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 120 || 0 || 0 || 10 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Thermal Power Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Thermo Generator (Long War)|Thermo Generator]]&lt;br /&gt;
| Supplies 25 power, which is required to construct additional facilities.&amp;lt;br /&amp;gt;Must be built over steam vents.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || None || None&lt;br /&gt;
| 350 || 0 || 0 || 21 || 35 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Elerium Generator (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Elerium Generator (Long War)|Elerium Generator]]&lt;br /&gt;
| Supplies 35 power, which is required to construct additional facilities.&lt;br /&gt;
| Power generator&amp;lt;br /&amp;gt;(+3 power) || [[Research_(Long_War)|Alien Power Systems]] || None&lt;br /&gt;
| 400 || 30 || 30 || 25 || 25 || 0&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Uplink (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Uplink (Long War)|Satellite Uplink]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 1 XCOM satellite, increasing the maximum amount of satellites in orbit by 1.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || None || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 200 || 0 || 0 || 21 || 20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Satellite Nexus (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| Allows a team of engineers to monitor the transmissions from 2 XCOM satellites, increasing the maximum amount of satellites in orbit by 2.&amp;lt;br /&amp;gt;Costs an [[Alien Artifacts (Long War)|UFO Flight Computer]] in addition to the other costs.&lt;br /&gt;
| Satellite support&amp;lt;br /&amp;gt;(+1 maximum satellites) || [[Research_(Long_War)|Alien Computers]] || 10 engineers per [[Satellite Uplink (Long War)|Satellite Uplink]] +&amp;lt;br /&amp;gt;20 engineers per [[Satellite Nexus (Long War)|Satellite Nexus]]&lt;br /&gt;
| 300 || 25 || 10 || 21 || 30 || 12&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Alien Containment (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Alien Containment (Long War)|Alien Containment]]&lt;br /&gt;
| Provides a secure environment to house the [[Alien Life Forms (Long War)|Alien]] captives, allowing players to interrogate them in the Labs.&amp;lt;br /&amp;gt;Without an [[Alien Containment (Long War)|Alien Containment]], [[Alien Life Forms (Long War)|Aliens]] captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] will be killed.&lt;br /&gt;
| None || [[Research_(Long_War)|Xenobiology]] || None&lt;br /&gt;
| 200 || 10 || 0 || 14 || 30 || 10&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Hyperwave Relay (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Hyperwave Relay (Long War)|Hyperwave Relay]]&lt;br /&gt;
| Allows the detection of [[UFOs (Long War)#Overseer|Special UFOs]], and shows extended information about all [[UFOs (Long War)|UFOs]] when they are detected.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Communications]] || None&lt;br /&gt;
| 600 || 50 || 30 || 28 || 100 || 15&lt;br /&gt;
|-&lt;br /&gt;
|-align=center&lt;br /&gt;
| [[File:Gollop Chamber (EU2012).png|150px]]&amp;lt;br /&amp;gt;[[Gollop Chamber (Long War)|Gollop Chamber]]&lt;br /&gt;
| Allows a [[Psionic (Long War)|Psionic]] [[Soldiers (Long War)|Soldier]] to use the [[Alien Artifacts (Long War)|Ethereal Device]], which unlocks the [[Missions (Long War)#Temple Ship Assault|Temple Ship Assault]] mission.&amp;lt;br /&amp;gt;Cannot be torn down once built.&lt;br /&gt;
| None || [[Research_(Long_War)|Alien Command and Control]] || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| 1000 || 50 || 30 || 28 || 200 || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expanding==&lt;br /&gt;
[[File:Empty Facilities Long War.jpg|right justify|thumb|512px|One possible starting base]]&lt;br /&gt;
At the start of the campaign, the lower half of the base contains a single [[Access Lift (Long War)|Access Lift]] in the middle of the top level, and a single [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the [[Access Lift (Long War)|Access Lift]]. The rest of the sections contain either an open space (excavated areas and natural caves) or solid ground.&lt;br /&gt;
&lt;br /&gt;
The middle column is reserved for additional [[Access Lift (Long War)|Access Lifts]]. Players can build an [[Access Lift (Long War)|Access Lift]] on a lower level to gain access to that level. The [[Access Lift (Long War)|Access Lifts]] must be connected, so the first [[Access Lift (Long War)|Access Lift]] a player builds must be at the second level, the second [[Access Lift (Long War)|Access Lift]] on the third level and the third [[Access Lift (Long War)|Access Lift]] on the final level.&lt;br /&gt;
&lt;br /&gt;
Facilities can only be constructed on sections with an open space. To construct a facility (other than an [[Access Lift (Long War)|Access Lift]]), you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Open spaces that are separated from the [[Access Lift (Long War)|Access Lift]] by solid ground are not available for the construction of new facilities.&lt;br /&gt;
&lt;br /&gt;
A section that contains solid ground can be excavated, so that it becomes an open space. To excavate a section, you must have an [[Access Lift (Long War)|Access Lift]] on the same level, and have a connection to that [[Access Lift (Long War)|Access Lift]] through open spaces. Sections with solid ground that are separated from the [[Access Lift (Long War)|Access Lift]] by other sections with solid ground are not available for excavation.&lt;br /&gt;
&lt;br /&gt;
Excavating a section takes 5 days, and the cost depends on the level the section is at. Excavations cannot be performed quickly, and do not have any maintenance once completed:&lt;br /&gt;
* Excavating a section on the top level costs 10 Credits.&lt;br /&gt;
* Excavating a section on the second level costs 20 Credits.&lt;br /&gt;
* Excavating a section on the third level costs 40 Credits.&lt;br /&gt;
* Excavating a section on the bottom level costs 80 Credits.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
[[File:2015-01-21 00001.jpg|right justify|thumb|512px|An example of end-game base layout. The in-progress Gollop Chamber and the one Fusion generator were formerly a laboratory and a workshop, respectively, with adjacency bonuses. Note that the Satellite block, had it been oriented horizontally, would allow for a 2x2 Elerium Generator block, but the +3 power would not be sufficient to allow both the Gollop Chamber and retain the removed Workshop (but the L-shape had been more than sufficient for the Lab and Workshop prior). However, the 2x2 power block would have allowed the Chamber to be built without the Fusion generator.]]&lt;br /&gt;
There are a total of 24 sections available for facilities, not counting the [[Access Lift (Long War)|Access Lifts]]. To make optimal use of the adjacency bonuses, it is important that players plan the layout of their facilities ahead of time, to optimize adjacency bonuses. Since there are 4 different adjacency types, it&#039;s only natural to assign each adjacency type to it&#039;s own quarter:&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]], which include the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]].&lt;br /&gt;
* [[Workshop (Long War)|Workshops]], which include the [[Foundry (Long War)|Foundry]] and the [[Repair Bay (Long War)|Repair Bay]].&lt;br /&gt;
* Power generators, which include [[Fission Generator (Long War)|Fission Generators]], [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]].&lt;br /&gt;
* Satellite support, which include [[Satellite Uplink (Long War)|Satellite Uplinks]] and [[Satellite Nexus (Long War)|Satellite Nexuses]].&lt;br /&gt;
&lt;br /&gt;
Players start with a [[Satellite Uplink (Long War)|Satellite Uplink]] directly left of the first [[Access Lift (Long War)|Access Lift]]. Players that want to eventually have a satellite in orbit for each council member need a total of 16 satellites. The most efficient way of supporting this, is by building 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] (3 maximum satellites) and 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] (6 maximum satellites) in a 3x2 pattern for 7 adjacency bonuses (7 maximum satellites), which provides them with a total of 16 maximum satellites. This means that the entire top left quarter can be reserved for satellite support, while leaving room for a 2x2 Elerium Generator block. Alternatively, one could build the satellite hub as two facilities across, and three down, allowing non-adjacency facilities (such as the officer training school and alien containment) to be built vertically down the leftmost edge, which can be an attractive use of upper-space, if those facilities are a priority.&lt;br /&gt;
&lt;br /&gt;
Steam vents can provide a great boost to power during the early months of the game, thanks to [[Thermo Generator (Long War)|Thermo Generators]], so the quarter that players reserve for their Power generators should contain at least one steam vent. It can be beneficial to restart the campaign until both steam vents are close to each other in the same quarter of the base, but keep in mind that [[Elerium Generator (Long War)|Elerium Generators]] supply more power than [[Thermo Generator (Long War)|Thermo Generators]] and do not have placement requirements, so steam vents can be ignored in the long run.&lt;br /&gt;
&lt;br /&gt;
Steam vents are generally found at the bottom half of the base, which may take a while to expand to. Players should not hesitate to build [[Fission Generator (Long War)|Fission Generators]] at the top of the base during the early months, to provide enough supply for their early buildings, and then tear these down once there are enough [[Thermo Generator (Long War)|Thermo Generators]] and [[Elerium Generator (Long War)|Elerium Generators]] in place, as [[Fission Generator (Long War)|Fission Generators]] are very inefficient once players are getting tight for space.&lt;br /&gt;
&lt;br /&gt;
With the top left quarter reserved for Satellite support and one of the bottom quarters reserved for Power generators, the remaining two quarters are available for [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. Players should reserve the top right quarter for the adjacency type they want to focus on during the early game, and reserve the remaining quarter at the bottom for the other adjacency type.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if players are reserving the bottom left quarter for Power generators, they could reserve vertical lines for their [[Laboratory (Long War)|Laboratories]] and [[Workshop (Long War)|Workshops]]. While this is slightly less efficient for the adjacency bonuses, it allows players to build essential buildings of either type before expanding to the third level.&lt;br /&gt;
&lt;br /&gt;
Players should keep in mind that they also need to reserve space for the [[Officer Training School (Long War)|Officer Training School]], the [[Alien Containment (Long War)|Alien Containment]], the [[Hyperwave Relay (Long War)|Hyperwave Relay]] and the [[Gollop Chamber (Long War)|Gollop Chamber]]. These buildings have no adjacency type, and thus can be built in any quarter where players are not planning to use all 6 sections for the adjacency type.&lt;br /&gt;
&lt;br /&gt;
If you go with a 2x4 configuration of the Foundry, the MEC Lab, and 6 Workshops (as recommended in [[XCOM_Headquarters_(EU2012)#Adjacency_Bonuses|Vanilla]]), you will end up with about a 46-48% refund in Elerium and Alloys from any builds in Engineering; this is fairly close to the listed 50% rebate maximum, and without crowding out the other facilities you&#039;ll be needing. Note that this does not include &#039;&#039;credits&#039;&#039;, so it is not quite &amp;quot;buy two get one free.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
Since there are only 24 sections available, it helps to calculate beforehand how many Power generators players require. Keep in mind that the [[Facilities (Long War)#static facilities|static facilities]] require 13 power and supply 30 power. For example, players may want to construct the following list of facilities:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 2 [[Laboratory (Long War)|Laboratories]] require a total of 8 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 3 [[Workshop (Long War)|Workshops]] require a total of 12 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Repair Bay (Long War)|Repair Bay]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
* The [[Gollop Chamber (Long War)|Gollop Chamber]] requires 35 power.&lt;br /&gt;
These facilities together take up 19 sections, leaving 5 for Power generators, and require a total of 180 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 150 power is required. The most efficient way of supplying this, is by building 4 [[Elerium Generator (Long War)|Elerium Generators]] (140 power) in a 2x2 pattern for 4 adjacency bonuses (12 power), which provides them with a total of 152 supply.&lt;br /&gt;
&lt;br /&gt;
However, since that does not leave enough power for any facility in the last remaining spot, there is little point in tearing down the [[Thermo Generator (Long War)|Thermo Generators]] to replace them with the more expensive [[Elerium Generator (Long War)|Elerium Generators]]. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 3 [[Elerium Generator (Long War)|Elerium Generators]] (105 power) provide a total of 155 power, even without adjacency bonuses.&lt;br /&gt;
&lt;br /&gt;
Alternatively, since the [[Gollop Chamber (Long War)|Gollop Chamber]] is by far the most power consuming building, and is only required at the very end of the campaign, players could focus on a base without the [[Gollop Chamber (Long War)|Gollop Chamber]], and when it&#039;s time to end the campaign, tear down several buildings to provide both space and power for the [[Gollop Chamber (Long War)|Gollop Chamber]]:&lt;br /&gt;
* The [[Facilities (Long War)#static facilities|static facilities]] require a total of 13 power.&lt;br /&gt;
* 4 [[Access Lift (Long War)|Access Lifts]] require a total of 4 power.&lt;br /&gt;
* 3 [[Laboratory (Long War)|Laboratories]] require a total of 12 power.&lt;br /&gt;
* The [[Genetics Lab (Long War)|Genetics Lab]] requires 4 power.&lt;br /&gt;
* The [[Psionic Labs (Long War)|Psionic Labs]] require 6 power.&lt;br /&gt;
* 4 [[Workshop (Long War)|Workshops]] require a total of 16 power.&lt;br /&gt;
* The [[Foundry (Long War)|Foundry]] requires 6 power.&lt;br /&gt;
* The [[Repair Bay (Long War)|Repair Bay]] requires 6 power.&lt;br /&gt;
* The [[Officer Training School (Long War)|Officer Training School]] requires 1 power.&lt;br /&gt;
* 3 [[Satellite Uplink (Long War)|Satellite Uplinks]] require a total of 24 power.&lt;br /&gt;
* 3 [[Satellite Nexus (Long War)|Satellite Nexuses]] require a total of 36 power.&lt;br /&gt;
* The [[Alien Containment (Long War)|Alien Containment]] requires 10 power.&lt;br /&gt;
* The [[Hyperwave Relay (Long War)|Hyperwave Relay]] requires 15 power.&lt;br /&gt;
These facilities together take up 20 sections, leaving 4 for Power generators, and require a total of 153 power. The [[Facilities (Long War)#static facilities|static facilities]] supply 30 power, so an additional 123 power is required. 2 [[Thermo Generator (Long War)|Thermo Generators]] (50 power) and 2 [[Elerium Generator (Long War)|Elerium Generators]] (70 power) provide a total of 120 power, so a single adjacency bonus (3 power) provides a total of 123 power.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Ooinzaghi</name></author>
	</entry>
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