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		<id>https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=123991</id>
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		<updated>2025-09-16T14:47:12Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|60}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadron Unleashed&#039;&#039;&#039;, or &#039;&#039;&#039;Squadron Unleashed 2&#039;&#039;&#039; is a Long War mod by &#039;&#039;szmind&#039;&#039; which greatly enhances the air game. In short: multiple ships can engage UFO&#039;s, they have two weapons equipped, they can go short/long range at user&#039;s request or automatically as defined. Pilots are separated from ships, they gain experience, choose career paths, and gain unique traits. They also get experience outside combat, in the Training Center. From version 1.10, also UFO&#039;s can get escorts, meaning multiple ships engage on both sides! Basically, it should have been part of Long War in the first place, and you are missing a lot by not installing it.&lt;br /&gt;
&lt;br /&gt;
You can download and also read some basic documentation here: https://www.nexusmods.com/xcom/mods/809. Current version: 1.14.3 (in-game) / 1.15 (Nexus Mods).&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
It is probably true that the Mod overall gets the air game easier compared to vanilla, as you get multiple ships engaging single UFO, you get two weapons per ship, pilots get more powerful as they level up, and you get more control during the air combat. It is balanced somewhat by UFO&#039;s getting bonus Aim for Short range, ships getting Aim penalty for being damaged in combat, Credit costs for pilots (and Training Center, but you can choose to ignore that), pilots getting only +1 Aim per kill, and adding XP requirements for pilots to level up.&lt;br /&gt;
&lt;br /&gt;
The Mod is highly configurable though, so for example setting UFO_HP_MODIFIER_GLOBAL=1.5 should get you roughly the vanilla difficulty.&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Weapon==&lt;br /&gt;
&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039; - is available from the start, in an unlimited quantity, has stats of [[Air Combat (Long War)#Interceptor_Weapons|Phoenix Cannon]] but with only 75% damage and no Armor Penetration. It is a Short range weapon - it can&#039;t fire at Long range by default. This weapon is Secondary slot only, it can&#039;t fit in the Primary slot. Furthermore it is limited to 12 shots per engagement.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
You start the game with 4 Interceptors, already equipped with Avalanche Missiles in the Primary slots and Vulcan Cannons in the Secondary slots, and 4 pilots already assigned to the Interceptors.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
After the Mod is properly installed, the Hangar menu appears with 4 items.&lt;br /&gt;
&lt;br /&gt;
===View Aircraft List===&lt;br /&gt;
&#039;&#039;View and edit all fighter craft owned by XCOM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides access to the management of XCOM air forces (ships). Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Interceptors&#039;&#039;&#039; Delivery time is 3 days, cost is 200 Credits (150 with NA continent bonus). It comes equipped with Avalanche Missiles and Vulcan Cannon, and no pilot assigned initially.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your ships by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring a ship from one continent to another takes 36 hours.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific ship&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; performance characteristic of the ship&#039;s equipped Primary and Secondary weapon, and the ship itself.&lt;br /&gt;
**&#039;&#039;&#039;Re-equip&#039;&#039;&#039; both Primary and Secondary weapon - note that you cannot remove a weapon - all ships are always equipped with two weapons. Equipping Avalanche or Stingray Missiles takes 12 hours, Vulcan Cannon 6 hours, other weapons take 7 days to equip.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Ship&#039;&#039;&#039; - beware that the installed weapons disappear, but the pilot will just become unassigned. You should probably never do that.&lt;br /&gt;
**&#039;&#039;&#039;Change Pilot&#039;&#039;&#039; - you can assign new pilot from the Pilot Roster to the ship, or you can Remove the pilot from the ship. Note there is no rename option: ships have no names, only pilots do. All ships with no assigned pilot are just referred to as &#039;&#039;--NO PILOT ASSIGNED--&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===View Pilot Roster===&lt;br /&gt;
&#039;&#039;Manage your pilots, assign career paths, transfer between continents&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is a list of your pilots, independent of your ships. Note there is a monthly costs of your pilots displayed in the upper part (by default each pilot costs 1 Credit per month) - this cost is NOT displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu. Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Pilot&#039;&#039;&#039; New pilot appears immediately, but starts working after 24 hours. The cost for hiring 1 pilot is 10 Credits (configurable). The new pilot starts at level 0 (F.O.) with zero experience and kills, and has no ship assigned.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your pilots by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 10 pilots (configurable). Transferring a pilot from one continent to another takes 24 hours. Note that if you transfer a pilot which is assigned to a ship, he is first unassigned and then transferred, leaving the ship with no pilot assigned.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific pilot&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; the pilot&#039;s current stats, such as days of service, number of interceptions, total interception time, kills, experience, chosen career (at the top), current bonuses to Aim, Defense, Damage, Squadron Size (the number of ships he can command), Squadron Aim, Squadron Defense, and his Traits and their limitations if any.&lt;br /&gt;
**&#039;&#039;&#039;Rename&#039;&#039;&#039; the Pilot. You can create custom names for pilots just like for soldiers. You have to confirm the rename after pressing the Close button.&lt;br /&gt;
**&#039;&#039;&#039;Custom Voice&#039;&#039;&#039; There are around 17 voices to select from. You can even have female pilots!&lt;br /&gt;
**&#039;&#039;&#039;Change Career&#039;&#039;&#039;. As pilots gain experience and UFO kills, they earn levels (level 0=F.O., level 1=Lt, level 2=Cpt, 3=Maj, 4=Col, 5=Cmdr). From the Lieutenant level, their air combat skills differ based on chosen career. Pilots can choose to pursue one of the three different careers: ACE, GUNNER, or LEADER. ACE is the default career. Each career focuses on different aspect of air combat: ACE focuses on Aim and Defense, GUNNER on Aim and Damage, and LEADER on Aim and Defense of the whole squadron, and squadron Size. Changing a career at Lieutenant level or later is possible, but it will mean the pilot will be unavailable for 7 days plus 7 days per level already obtained. More details on careers later.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Pilot&#039;&#039;&#039; - Simply removes the pilot from the roster, saving 1 Credit per month. You should probably never do that.&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Combat Tactic===&lt;br /&gt;
&#039;&#039;Adjust combat tactics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you just define how the ships behave in air combat, based on selected stance (Aggressive, Balanced, Defensive) as selected before each air engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-back off, Auto-abort&#039;&#039;&#039;. By default, ships will Auto-back off at 67/50/25 (DEF/BAL/AGG) percent of their HP. Backing-off means going Long range if the ship was Short range. Ships will Auto-abort (disengage from combat) at 33%/25%/10% of HP (DEF/BAL/AGG). You can define any values here, my recommendation is being a little more cautious: DEF: 70-35 BAL: 50-25 AGG: 30-15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Combat Close.&#039;&#039;&#039; This means go Short range immediately at the start of combat. It is by default ON for AGG and BAL stances. Fortunately from 1.08, you can choose starting distance before engagement. Remember to always do that! Even if this is turned off and you leave &amp;quot;Auto&amp;quot; at UFO Contact screen, it actually selects distance according to DPS. If you use all Long weapons as is recommended, this will always be Close as you get small bonus Aim for Close distance. You might still want to start Long most of the time, especially against UFO Squadrons, so make sure you manually select Long distance before every engagement!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Stance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Back-off&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Abort&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Start Close&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEF&#039;&#039;&#039; || 67% || 70% || 33% || 35% || OFF || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BAL&#039;&#039;&#039; || 50% || 50% || 25% || 25% || ON || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AGG&#039;&#039;&#039; || 25% || 30% || 10% || 15% || ON || OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Training Guidelines===&lt;br /&gt;
&#039;&#039;Adjust training guidelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you define the Training Center parameters. It has 4 parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle XP Bonus&#039;&#039;&#039; defines how many XP does a pilot gain per training cycle spent in the Training Center.&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle Duration&#039;&#039;&#039; defines how long in days the training cycle lasts.&lt;br /&gt;
*&#039;&#039;&#039;Training Center Capacity&#039;&#039;&#039; defines how many pilots can train simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Upper Limit of XP&#039;&#039;&#039; defines the upper XP limit a pilot can be trained to. For example, if the limit is 200 XP, bonus is 20 XP and the pilot already has 190 XP, he can train but will only gain 10 XP at the end (up to the limit) instead of 20 XP.&lt;br /&gt;
&lt;br /&gt;
The first two parameters are defined by &#039;&#039;Training Programs&#039;&#039;; &#039;&#039;Training Facilities&#039;&#039; determine the Capacity, and finally &#039;&#039;Training Staff&#039;&#039; determines the XP Limit. Increasing Training Programs (level 0-4) cost Credits, increasing Training Facilities (level 0-5) costs both Credits and monthly Credits, increasing Training Staff (level 0-5) costs only monthly Credits. This can also be downgraded to save on monthly costs. Note that the total monthly Credit costs is displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu next to the Hangar item (the first item in the list).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRAINING CENTER&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Upgrade Cost&#039;&#039;&#039;||&#039;&#039;&#039;Monthly Cost&#039;&#039;&#039;||&#039;&#039;&#039;XP Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Duration&#039;&#039;&#039;||&#039;&#039;&#039;Capacity&#039;&#039;&#039;||&#039;&#039;&#039;XP Limit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;Training Programs&#039;&#039;&#039;||0||0||rowspan=5|0||20||20||rowspan=5|--||rowspan=5|--&lt;br /&gt;
|-&lt;br /&gt;
|1||50||25||18&lt;br /&gt;
|-&lt;br /&gt;
|2||150||30||15&lt;br /&gt;
|-&lt;br /&gt;
|3||300||35||13&lt;br /&gt;
|-&lt;br /&gt;
|4||500||40||10&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Facilities&#039;&#039;&#039;||0||0||0||rowspan=6|--||rowspan=6|--||3||rowspan=6|--&lt;br /&gt;
|-&lt;br /&gt;
|1||100||5||4&lt;br /&gt;
|-&lt;br /&gt;
|2||300||15||6&lt;br /&gt;
|-&lt;br /&gt;
|3||500||25||8&lt;br /&gt;
|-&lt;br /&gt;
|4||700||35||10&lt;br /&gt;
|-&lt;br /&gt;
|5||900||45||12&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Staff&#039;&#039;&#039;||0||rowspan=6|0||0||rowspan=6|--||rowspan=6|--||rowspan=6|--||200&lt;br /&gt;
|-&lt;br /&gt;
|1||20||400&lt;br /&gt;
|-&lt;br /&gt;
|2||40||700&lt;br /&gt;
|-&lt;br /&gt;
|3||60||1100&lt;br /&gt;
|-&lt;br /&gt;
|4||80||1600&lt;br /&gt;
|-&lt;br /&gt;
|5||100||2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is best to do any changes to the Training Center in the last day of a month, since all changes are applied only from the beginning of the next month. Also note that any ongoing training cycle uses old levels even in the new month. Only new training cycles in the new month use the new levels.&lt;br /&gt;
&lt;br /&gt;
===Training Center===&lt;br /&gt;
&#039;&#039;Sign-up pilots for additional training when idle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you finally sign-up pilots for training. Pilots on training can engage in air combat normally, their training will just be paused. Their training is also paused when they recover after combat (by default 1 hour only), when they are on transfer to another continent, or when they are injured.&lt;br /&gt;
&lt;br /&gt;
You can remove pilots from training, but no XP is then gained. Usually there is no reason to do so.&lt;br /&gt;
&lt;br /&gt;
==Before Air Combat==&lt;br /&gt;
On UFO Contact Screen, you can choose which ship or ships would engage the UFO(s). If the selected ship has no pilot assigned, you are given a choice to assign a pilot, otherwise the ship cannot be used. The maximum number of ships for current engagement is defined by the best Squadron Size parameter of selected pilots.&lt;br /&gt;
&lt;br /&gt;
===Ship Card===&lt;br /&gt;
There are 3 buttons on a ship card:&lt;br /&gt;
*&#039;&#039;&#039;Stance&#039;&#039;&#039;: DEF, BAL, AGG. As in vanilla Long War, this defines whether the ship prioritizes UFO destruction (AGG) or safety (DEF). Basically, DEF means -15 Aim but +20% Dodge (20% chance to change hit into miss), AGG means +15 Aim but 25% chance to change miss into hit (recommended to change to this to 20% in the configuration (AGG_JET_FORCE_HIT_CHANCE) to keep symmetry). Stances have also defined maximum hit chance that can ever be achieved - this is 75%/85%/95% DEF/BAL/AGG.&lt;br /&gt;
*&#039;&#039;&#039;Weapons used&#039;&#039;&#039;. Use both, only Primary, or only Secondary. Well, the author says that disabling a weapon might lead to longer engagement leading to more XP, or that disabling high damage weapon would increase the chance of UFO not being destroyed but shot down, or that by going EMP Cannon only means less alien artifacts will be destroyed. While all this is true, the main goal in every engagement is to outgun and destroy the UFO as fast as possible while suffering ideally no damage to your ships. So you should definitely always use both your weapons, no exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Distance&#039;&#039;&#039;. Select the ship&#039;s starting distance. Can be Short, Long, or Auto. Auto sets the starting distance according to better DPS, if the Start Close option is off. This will actually always be Close if you use the recommended vanilla LW weapons balance. Beware Close range ships are primary UFO targets and even get targeted by the whole UFO squadrons with bonus aim! So remember to set this before every engagement!&lt;br /&gt;
&lt;br /&gt;
===Aggro===&lt;br /&gt;
Ship type, equipped weapons, stance, and Defense stat all contribute to the ship&#039;s Aggro stat, which is also displayed on the ship&#039;s card, next to ship&#039;s other stats like DPS, Aim, Defense. How exactly is Aggro computed is explained in the documentation and tutorials. The UFO will target a ship that is Close (=Short range), then one with highest Aggro.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
One of the pilots in the squadron may be designed as Leader, indicated by a golden star. This pilot then provides bonuses to Aim, Defense, and possibly also contact time to the whole squadron. If you select another pilot who can provide better bonuses, then this pilot will become the new Leader. However, even without a designated Leader, the squadron works just fine, only there will be no squadron bonuses. Unlike Squadron Unleashed 1, the UFO will not target the Leader particularly, as it has other preferences (distance and Aggro). If the Leader aborts or is shot down though, the bonuses are lost. Note that despite there may be another pilot who allows for bigger squadron size, the Leader will be the one who provides best squadron bonuses.&lt;br /&gt;
&lt;br /&gt;
===UFO Stance===&lt;br /&gt;
UFO also picks a stance, randomly. You are informed about the UFO&#039;s stance on UFO Contact Screen, along with other UFO information (number, location, altitude, size, type, HP, escorts). Aggressive UFO is more dangerous - expect higher than normal risk of getting damaged. It increases the engagement time by 50%. Defensive UFO has lower damage potential but is also harder to shoot down. The engagement time is reduced by 33%.&lt;br /&gt;
&lt;br /&gt;
After everything is set, press the &#039;&#039;&#039;Launch Fighter(s)&#039;&#039;&#039; button to start engagement.&lt;br /&gt;
&lt;br /&gt;
==During Air Combat==&lt;br /&gt;
In vanilla Long War, the only thing you can do during Air Combat is to use [[Air Combat (Long War)#Modules|Modules]] or Abort the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
In Squadron Unleashed 2, you can also manage the ship&#039;s distance. Select the ship by clicking it, then double click to change distance from Long to Short or vice versa. Alternatively, use Up/Down keys to select ship then Left/Right keys to change distance. Ships will also change distance automatically (basically just go Long) based on the settings in Combat Tactics. Space or Enter keys abort. Aborting is valid for the active ship only; the engagement continues until either party is destroyed/shot down or if all ships aborted. Modules are used by all ships. &lt;br /&gt;
&lt;br /&gt;
If a ship is shot down by the UFO, it is destroyed together with both its weapons. However, the pilot can survive. The chance is 50% at F.O. +5% for each pilot level, but Cmdrs survive always. If the pilot survives, there is another 50% chance that he will be injured - thus unavailable for both training and combat - for 14 days.&lt;br /&gt;
&lt;br /&gt;
Generally you should avoid losing your ships, especially if equipped with expensive weapons. It is always better to Abort the engagement and let the UFO go, than risk losing your ship. Beware that especially large UFO&#039;s can critically hit and almost one-shot your Interceptors, so losing one is sometimes unavoidable.&lt;br /&gt;
&lt;br /&gt;
==Weapons Rebalance==&lt;br /&gt;
In Squadron Unleashed, by default all air weapons are hugely rebalanced. They get somewhat random bonuses or penalties by going Short or Long distance, can fit to only Primary or only Secondary weapon slot, or have limited ammo. In the recommended (or alternate) configuration, we try to preserve the original Long War air weapons balance.&lt;br /&gt;
&lt;br /&gt;
===Long vs Short Distance===&lt;br /&gt;
In vanilla Long War, you have no control over the distance, as it plays literally no role there. It is selected automatically based on the equipped weapon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range Weapons&#039;&#039;&#039; are: Vulcan Cannon, Phoenix Cannon, Laser Cannon, EMP Cannon.&lt;br /&gt;
*&#039;&#039;&#039;Long Range Weapons&#039;&#039;&#039; are: Avalanche Missiles, Stingray Missiles, Plasma Cannon, Fusion Lance.&lt;br /&gt;
*&#039;&#039;&#039;UFO Weapons&#039;&#039;&#039; do equally well at both ranges.&lt;br /&gt;
&lt;br /&gt;
Now distance is of critical importance in Squadron Unleashed. By default, UFO&#039;s get huge +20 Aim bonus towards Short range ships, making Short range weapons severely disadvantaged. Not only that, but also the fact that Short range weapons cannot shoot Long range at all (hardcoded), while Long range weapons can always shoot Short: they either get a penalty to Aim or sometimes even a bonus Aim. With the default setup, you might quite often see your ships playing sitting ducks not shooting at all, just taking damage. You don&#039;t want this to happen at all. I think the weapons are pretty well balanced in vanilla LW - no need for such drastic changes.&lt;br /&gt;
&lt;br /&gt;
Thus I recommend to change the defaults, so that all weapons are Long range, making sure they can fire. They will all fire with no penalty at Long range. The player can then decide to go close with any weapon for an Aim bonus, at the cost of being targeted by UFO(s) with the same bonus! This way the vanilla balance between weapons is maintained, still the player has a choice to switch ranges.&lt;br /&gt;
&lt;br /&gt;
For Vulcan Cannon though, as it was added and it will never be the only weapon, let&#039;s make an exception and leave it as the only Short range weapon, which cannot fire long.&lt;br /&gt;
&lt;br /&gt;
===Primary vs Secondary===&lt;br /&gt;
In the default settings, some weapons fit only Primary slot, while others fit only Secondary slot, with the exception of Plasma Cannon, which fits both slots. There is no reason for such restrictions, with some exceptions: &lt;br /&gt;
&lt;br /&gt;
*The Vulcan Cannon is hard-coded for Secondary slot only.&lt;br /&gt;
*The starting Avalanche and Stingray Missiles should go to Primary slot only, otherwise the Vulcan Cannon would serve no purpose - why not go double Avalanche then? The early game would then be unbalanced.&lt;br /&gt;
*The Fusion Lance is Primary only; it&#039;s a very late game and also very rare weapon which would be a waste to fit into Secondary slot and also way too powerful to fit both. It is so large that a ship - Firestorm only - can only carry one such weapon, that makes sense.&lt;br /&gt;
*All other weapons should fit both slots, as there is no reason for them not to.&lt;br /&gt;
&lt;br /&gt;
There are two configuration parameters worth mentioning here: XCOM_DMG_MODIFIER_GLOBAL and SECONDARY_WPN_DMG_MOD. As now all weapons can fit Primary slot (except the added Vulcan), the Secondary slot can be thought as simply unnecessary additional weapon, doing only half damage. You may as well leave the Vulcan Cannon there for the whole game for all ships not using the Secondary slot at all. It would simply serve as an added bonus for going close. Or use it only when you can afford it. After all, the weapons are quite expensive for all ships to have two. To balance this out, we leave the global modifier at 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Parameter&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XCOM_DMG_MODIFIER_GLOBAL&#039;&#039;&#039;||0.7||1.0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SECONDARY_WPN_DMG_MOD&#039;&#039;&#039;||1.0||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
So, you can run out of ammo by default. Then what? One would expect an automatic Abort, so the ship is not a sitting duck. We really don&#039;t want that. Unfortunately with the default settings, we get a sitting duck. I think the concept of air weapons ammo is really an unnecessary addition. Now some weapons have limited ammo, some unlimited. If we want to stick with Long War weapon balance, limited ammo makes it impossible to achieve, so we set all ammo to unlimited.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make an exception for Vulcan Cannon though, as it&#039;s not present in vanilla, it&#039;s never the only weapon equipped, it&#039;s basically just a bonus to going close, so we leave it with its 12 ammo.&lt;br /&gt;
&lt;br /&gt;
===Recommended Config Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Weapon Slot&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Distance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimMod&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimModClose&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulcan&#039;&#039;&#039;||Secondary||Secondary||short||short||0||rowspan=9|0||0||rowspan=9|0||12||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avalanche&#039;&#039;&#039;||Primary||Primary||long||rowspan=8|long||0||-15||5||rowspan=8|&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stingray&#039;&#039;&#039;||Primary||Primary||long||0||-15||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix&#039;&#039;&#039;||Secondary||Both||short||0||0||10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma&#039;&#039;&#039;||Both||Both||long||-20||20||15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039;||Primary||Primary||long||0||20||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|N/A||long||0||20||&amp;amp;infin;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
iAimMod is an Aim modifier under all circumstances. iAimModClose is Aim modifier when the ship is Short range. So at Short range, these bonuses stack. We then set AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5. With recommended settings, this will be applied to all weapons except Vulcan for close range.&lt;br /&gt;
&lt;br /&gt;
So here is the recommended weapons table. You can copy-paste it to your config file (DefaultSquadronUnleashed.ini).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5		;applied to ALL non-short-distance weapons at close range, including UFO weapons&lt;br /&gt;
&lt;br /&gt;
;Vulcan Cannon: short range - will NEVER fit primary slot (ignores bPrimary setting) - this is hardcoded to avoid CTDs and overall bugs with &amp;quot;none&amp;quot; primary weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=0,  bPrimary=FALSE, bSecondary=TRUE,  bClose=true,  iAmmo=12, RearmHours=6,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Phoenix: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=1,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Stingray: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=2,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Avalanche: long range - will ALWAYS fit primary slot (ignores bPrimary setting) - this is hardcoded cause new ships have this as starting weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=3,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Laser: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=4,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Plasma: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=5,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;EMP: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=6,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Fusion: both ranges&lt;br /&gt;
ShipWeapons=(iWeaponType=7,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma I&lt;br /&gt;
ShipWeapons=(iWeaponType=8,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma II&lt;br /&gt;
ShipWeapons=(iWeaponType=9,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO_Fusion&lt;br /&gt;
ShipWeapons=(iWeaponType=10, bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilot Careers==&lt;br /&gt;
Career means different bonuses as pilots gain levels. They are detailed in the following table. To get a level, the pilot must gain both the required XP and kills (either proper kills or team kills). There are 3 careers defined: ACE, GUNNER, and LEADER. Though careers can be changed, it is best to choose the pilot&#039;s career at F.O. level and leave it at that for the entire game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Title&#039;&#039;&#039;||&#039;&#039;&#039;XP Req.&#039;&#039;&#039;||&#039;&#039;&#039;Kills Req.&#039;&#039;&#039;||&#039;&#039;&#039;+Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Def&#039;&#039;&#039;||&#039;&#039;&#039;+Damage&#039;&#039;&#039;||&#039;&#039;&#039;Sq.Size&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Def&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|any||F.O.||0||0||0||0||0||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;ACE&#039;&#039;&#039;||Lt.||200||1||4||4||0||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||8||0||2||0||0||Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||12||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||16||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||20||0||4||0||0||Maverick&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||Lt.||200||1||4||0||10%||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||0||20%||2||0||0||Slash&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||0||30%||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||0||40%||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||0||50%||3||0||0||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||Lt.||200||1||0||0||0||3||2||2||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||0||0||0||5||4||4||Maestro&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||0||0||0||6||6||6||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||0||0||0||6||8||8||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||0||0||0||6||10||10||Wingman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To compensate for these bonuses, pilots only get +1 Aim per kill (down from +3) with a +20 Aim maximum (down from +30). With UFO squadrons, kills requirement is rarely a limiting factor.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are unique bonuses pilots gain at Captain and Commander levels, depending on chosen career. The two traits stack - the combined bonuses are displayed in the table. By default, certain traits are very powerful, but with many complicated limitations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;amp;nbsp;||colspan=2|Recommended||colspan=2|Default&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;ACE&#039;&#039;&#039;||&#039;&#039;&#039;Ninja&#039;&#039;&#039;||+10 Dodge||none||+20 Dodge||DEF stance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maverick&#039;&#039;&#039;||+20 Dodge, +10 Def||Firestorm, DEF stance||+30 Dodge, +20 Def||Firestorm, BAL stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||&#039;&#039;&#039;Slash&#039;&#039;&#039;||+20% Crit Dmg||none||+25% Damage||close range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammer&#039;&#039;&#039;||+40% Crit Dmg, +20% Crit Chance||Firestorm, AGG stance||+25% Damage, +50% Crit Dmg, +10% Crit Chance||Firestorm, AGG stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||&#039;&#039;&#039;Maestro&#039;&#039;&#039;||+5s contact time||none||+5s contact time||none&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wingman&#039;&#039;&#039;||+10s contact time, +5 Sq.Aim, +5 Sq.Def||Firestorm, BAL stance||+5s contact time, +10 Sq.Aim, +10 Sq.Def||Firestorm, Sq Size exactly 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just copy-paste this trait table into your config file to have cleanly defined and only moderately powerful traits, as in the above table.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;career ACE&lt;br /&gt;
;NINJA - gains extra +10 dodge (stacks with DEF_JET_DODGE_CHANCE)&lt;br /&gt;
m_PilotTraits=(iTraitType=2, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=2)&lt;br /&gt;
&lt;br /&gt;
;MAVERICK - requires FIRESTORM and DEF stance: gains +10 def and +10 dodge (for a total +20 dodge)&lt;br /&gt;
m_PilotTraits=(iTraitType=4, iBonusDef=10, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=4, bFireStorm=TRUE, iTactic=2)&lt;br /&gt;
&lt;br /&gt;
;career GUNNER&lt;br /&gt;
;SLASH - gains +20% crit dmg&lt;br /&gt;
m_PilotTraits=(iTraitType=1, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=1)&lt;br /&gt;
&lt;br /&gt;
;HAMMER - requires FIRESTORM and AGG stance: grants +20% crit chance and +20% crit dmg (for a total +40% crit dmg)&lt;br /&gt;
m_PilotTraits=(iTraitType=6, iBonusCritChance=20, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=6, bFireStorm=TRUE, iTactic=1)&lt;br /&gt;
&lt;br /&gt;
;career LEADER&lt;br /&gt;
;MAESTRO - gives +5s contact time always&lt;br /&gt;
m_PilotTraits=(iTraitType=3, iBonusTime=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=3)&lt;br /&gt;
&lt;br /&gt;
;WINGMAN - requires FIRESTORM and BAL stance: grants +5s contact time (for a total +10s contact time), extra +5 aim and +5 def for the squadron&lt;br /&gt;
m_PilotTraits=(iTraitType=5, iBonusTime=5, iBonusTeamAim=5, iBonusTeamDef=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=5, bFireStorm=TRUE, iTactic=0) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New in 1.10==&lt;br /&gt;
===Team Kills===&lt;br /&gt;
Pilots receive Team Kills as a shared percentage 1/N, where N is the number of ships in a squadron. This is separate from Kills, displayed in parenthesis after Kills, rounded down. Team Kills only matter for promotions - a pilot requires to have either Kills or Team Kills at least 6 to be promoted to Major, for example. This allows Leaders to have the same promotion scheme as other careers. Team Kills do not increase Aim or Damage, only Kills do.&lt;br /&gt;
&lt;br /&gt;
===UFO Squadrons===&lt;br /&gt;
Depending on [[Threat (Long War)|XCOM Threat]] and Number of Ships on a continent, aliens will deploy 0-3 extra UFOs to protect the main UFO performing an [[Alien Missions (Long War)|Alien Misison]]. The formula is Min(3, XComThreat + NumOfShipsOnContinent - 5), where XComThreat is 0-4, NumOfShips is 0-6. Aliens also need to reach certain [[Alien Research (Long War)|Alien Research]] and have enough [[Alien Resources (Long War)|Alien Resources]] level to launch specific escorts (configurable). Escorts always pick Aggressive stance (by default), and grant some extra engagement time. Killing escorts only grants experience and kills for pilots, they do not provide any cash or alloys (by default), and never spawn a crash site.&lt;br /&gt;
&lt;br /&gt;
Important facts not mentioned in mod description:&lt;br /&gt;
* The escort UFOs can only be Scout, Fighter, Raider or Destroyer, nothing bigger is possible (though you can configure in bigger escorts).&lt;br /&gt;
* By default, you always get the maximum escorts possible, so if you have 4+ ships on continent and 4 Threat, expect 3 escorts with every UFO.&lt;br /&gt;
* By default, all the escorts are always the same highest type as Alien Research and Alien Resource levels allows.&lt;br /&gt;
* Ships going Short range get hit by everyone - including the main UFO! - while at Long range you fight all Ufo&#039;s one at a time.&lt;br /&gt;
* Ufo&#039;s not directly targeted by XCOM don&#039;t get Close range bonus when they fire at a Close range ship.&lt;br /&gt;
* Escort is never a bigger class UFO than the main ship (Raiders/Destroyers will not escort a Scout/Fighter even if alien research and resource levels would allow that)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Research&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;||90||90||1||1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;||270||180||2||2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;||90||270||3||3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||270||360||3||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is recommended way to configure the UFO Squadrons (1.10):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Scout&lt;br /&gt;
PossibleEscort=(iUFOType=4, iReqResearch=90, iReqResourceLvl=1)&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
PossibleEscort=(iUFOType=10, iReqResearch=180, iReqResourceLvl=2)&lt;br /&gt;
&lt;br /&gt;
;Raider&lt;br /&gt;
PossibleEscort=(iUFOType=11, iReqResearch=270, iReqResourceLvl=3)&lt;br /&gt;
&lt;br /&gt;
;Destroyer&lt;br /&gt;
PossibleEscort=(iUFOType=5, iReqResearch=360, iReqResourceLvl=4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Randomization Options====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set TRUE below to make the number of escorts randomized in range 0-N rather than set to N always (N is max escorts before clamping to max 3)&lt;br /&gt;
RANDOMIZE_NUMBER_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow the escort consists of different types of UFO (eg. 1 Fighter + 2 Raiders) - the requirements for Research/Resources must still be met for the type to be available&lt;br /&gt;
RANDOMIZE_TYPE_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow random stance for escorts (otherwise escorts are always AGG)&lt;br /&gt;
RANDOMIZE_STANCE_OF_ESCORTS=true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I recommend to set the options to true to add more variation to UFO escorts.&lt;br /&gt;
&lt;br /&gt;
====Escort Rewards====&lt;br /&gt;
It makes sense that when the other UFOs provide cash and small amount of alloys rewards, why not escorts. As not to unbalance the game too much however, let&#039;s cut the rewards to half for escorts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set to TRUE to enable rewards for the escorts (FALSE by default)&lt;br /&gt;
ENABLE_ESCORT_REWARDS=true&lt;br /&gt;
;Scout / Fighter&lt;br /&gt;
EscortReward=(iCategory=1, iCash=50, iAlloy=2)&lt;br /&gt;
;Raider / Destroyer&lt;br /&gt;
EscortReward=(iCategory=2, iCash=100, iAlloy=3)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Config Changes==&lt;br /&gt;
&amp;lt;pre&amp;gt;;VulcanCannon=(eType=eShipWeapon_None, iDamage=45, iArmorPen=0, iToHit=25, iAvionicsBonus=10, iCooldown=40)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don&#039;t forget to comment out this line. The default setting (Phoenix Cannon stats but with 0 ArmorPen and 75% of Phoenix&#039; damage) is better.&lt;br /&gt;
&amp;lt;pre&amp;gt;VulcanCannon=(eType=eShipWeapon_None, iDamage=105, iArmorPen=0, iToHit=40, iAvionicsBonus=10, iCooldown=75)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;InterceptionTweakOn=true&lt;br /&gt;
INTERCEPTION_TWEAK_SCALER=1.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows for longer battles with less damage to both ships and UFO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TIME_SLOMO_FACTOR=0.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slow the battles down so you can actually influence anything during them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_JET_FORCE_HIT_CHANCE=20&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep symmetry with DEF_JET_DODGE_CHANCE. These is no reason for this to be higher. Then we also get the lone bullets back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_UFO_AIM_BONUS=15&lt;br /&gt;
AGG_UFO_SPEED_DOWN=0.67&lt;br /&gt;
AGG_UFO_FIRERATE_BOOST=1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep things rather symmetric. The double fire rate for AGG UFO is just too much, causing you to ignore all such UFOs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;LONE_BULLET_CHANCE_BAL=10&lt;br /&gt;
LONE_BULLET_CHANCE_AGG=20&lt;br /&gt;
LONE_BULLET_DMG_MOD=0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
The lone bullet mechanic was abandoned from Squadron Unleashed 1. I like it back, however toned down, to balance things out. So now AGG/BAL ships have 20%/10% chance to be hit by a missed UFO shot for 50% damage. I believe only 1 ship could be hit like that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AIM_BONUS_VS_LARGE_UFO=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
15 is little too much. There is no reason to make battles against large UFO so much easier compared to vanilla LW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;EXTRA_DMG_PCT_PER_KILL=0.0101&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is not to add damage (0.0001 is nothing), but for display purposes. So 1 kill gets displayed as +1% dmg, not 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DAMAGED_JET_AIM_PENALTY=15&amp;lt;/pre&amp;gt;&lt;br /&gt;
With 25 Aim penalty, damaged ships are basically unusable. If ships damaged during combat also get this penalty, it should definitely not be that high. 15 is just the standard bonus/penalty, so we keep it simple here. Alternately, set this to 0, but then don&#039;t allow using damaged ships for new interceptions, getting vanilla behavior (set DAMAGED_JET_HP_PCT_CAN_FIGHT=1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MIN_SQUADRON_SIZE=1&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make sure to set this to 1 to avoid any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_RECOVER_AFTER_COMBAT_HOURS=8&amp;lt;/pre&amp;gt;&lt;br /&gt;
Makes it more realistic. Pilots needs some rest after combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_SURVIVAL_CHANCE_PER_RANK=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
Losing experienced pilots is very painful. This translates to 100% survival at Cmdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;XP_PER_ENGAGMEMENT_SECOND=1&lt;br /&gt;
XP_FOR_KILL_SHOT=20&lt;br /&gt;
XP_FOR_WIN=10&lt;br /&gt;
XP_FOR_HIT=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the introduction of UFO squadrons, the XP gains need to be toned down, as there are much more shoot down opportunities. This also means the Training Center investments serve any purpose at all.&lt;br /&gt;
&lt;br /&gt;
==Just Squadrons==&lt;br /&gt;
Need more vanilla Long War? Don&#039;t want to bother with all the new features, just want to see XCOM and UFO squadrons to play it out? Look no further:&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/823&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123431</id>
		<title>Talk:Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123431"/>
		<updated>2025-07-17T16:38:24Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Alien research rate ===&lt;br /&gt;
&lt;br /&gt;
I&#039;m confused about the mention to different research rates by difficulty here. This doesn&#039;t show up in any other parts of the wiki, and I haven&#039;t noticed any difference in research speed between them, with aliens always going at 1/day.&lt;br /&gt;
:It&#039;s actually 0.7/1/1.1/1.3 points per day.&lt;br /&gt;
::I don&#039;t want to be a contrarian or anything, but I&#039;m tracking my career with one of these mods that shows the alien stats in the situation room, and playing on normal I have 85 alien research on the 25th of May, which is exactly 1/day. Also, watching a youtube series (https://www.youtube.com/playlist?list=PLesIE_v8rF23yN4lzI2e3gILUe0aVTSjo) on impossible with the same mod shows 1/day as well. Even assuming the mod gives the wrong info... I had a downed raider in the 2nd of April with floaters and thin men, those should only show up at iMonth = 1&lt;br /&gt;
:::Possibly, difficulty only affects alien Bonus Research, not standard research, which is always 1 point per day.&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123424</id>
		<title>Talk:Difficulty (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Difficulty_(Long_War)&amp;diff=123424"/>
		<updated>2025-07-15T15:34:01Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Alien research rate ===&lt;br /&gt;
&lt;br /&gt;
I&#039;m confused about the mention to different research rates by difficulty here. This doesn&#039;t show up in any other parts of the wiki, and I haven&#039;t noticed any difference in research speed between them, with aliens always going at 1/day.&lt;br /&gt;
:It&#039;s actually 0.7/1/1.1/1.3 points per day.&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=122834</id>
		<title>User:Riw/SquadronUnleashed</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=122834"/>
		<updated>2025-05-24T07:08:10Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|60}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadron Unleashed&#039;&#039;&#039;, or &#039;&#039;&#039;Squadron Unleashed 2&#039;&#039;&#039; is a Long War mod by &#039;&#039;szmind&#039;&#039; which greatly enhances the air game. In short: multiple ships can engage UFO&#039;s, they have two weapons equipped, they can go short/long range at user&#039;s request or automatically as defined. Pilots are separated from ships, they gain experience, choose career paths, and gain unique traits. They also get experience outside combat, in the Training Center. From version 1.10, also UFO&#039;s can get escorts, meaning multiple ships engage on both sides! Basically, it should have been part of Long War in the first place, and you are missing a lot by not installing it.&lt;br /&gt;
&lt;br /&gt;
You can download and also read some basic documentation here: https://www.nexusmods.com/xcom/mods/809. Current version: 1.14.2&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
It is probably true that the Mod overall gets the air game easier compared to vanilla, as you get multiple ships engaging single UFO, you get two weapons per ship, pilots get more powerful as they level up, and you get more control during the air combat. It is balanced somewhat by UFO&#039;s getting bonus Aim for Short range, ships getting Aim penalty for being damaged in combat, Credit costs for pilots (and Training Center, but you can choose to ignore that), pilots getting only +1 Aim per kill, and adding XP requirements for pilots to level up.&lt;br /&gt;
&lt;br /&gt;
The Mod is highly configurable though, so for example setting UFO_HP_MODIFIER_GLOBAL=1.5 should get you roughly the vanilla difficulty.&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Weapon==&lt;br /&gt;
&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039; - is available from the start, in an unlimited quantity, has stats of [[Air Combat (Long War)#Interceptor_Weapons|Phoenix Cannon]] but with only 75% damage and no Armor Penetration. It is a Short range weapon - it can&#039;t fire at Long range by default. This weapon is Secondary slot only, it can&#039;t fit in the Primary slot. Furthermore it is limited to 12 shots per engagement.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
You start the game with 4 Interceptors, already equipped with Avalanche Missiles in the Primary slots and Vulcan Cannons in the Secondary slots, and 4 pilots already assigned to the Interceptors.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
After the Mod is properly installed, the Hangar menu appears with 4 items.&lt;br /&gt;
&lt;br /&gt;
===View Aircraft List===&lt;br /&gt;
&#039;&#039;View and edit all fighter craft owned by XCOM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides access to the management of XCOM air forces (ships). Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Interceptors&#039;&#039;&#039; Delivery time is 3 days, cost is 200 Credits (150 with NA continent bonus). It comes equipped with Avalanche Missiles and Vulcan Cannon, and no pilot assigned initially.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your ships by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring a ship from one continent to another takes 36 hours.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific ship&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; performance characteristic of the ship&#039;s equipped Primary and Secondary weapon, and the ship itself.&lt;br /&gt;
**&#039;&#039;&#039;Re-equip&#039;&#039;&#039; both Primary and Secondary weapon - note that you cannot remove a weapon - all ships are always equipped with two weapons. Equipping Avalanche or Stingray Missiles takes 12 hours, Vulcan Cannon 6 hours, other weapons take 7 days to equip.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Ship&#039;&#039;&#039; - beware that the installed weapons disappear, but the pilot will just become unassigned. You should probably never do that.&lt;br /&gt;
**&#039;&#039;&#039;Change Pilot&#039;&#039;&#039; - you can assign new pilot from the Pilot Roster to the ship, or you can Remove the pilot from the ship. Note there is no rename option: ships have no names, only pilots do. All ships with no assigned pilot are just referred to as &#039;&#039;--NO PILOT ASSIGNED--&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===View Pilot Roster===&lt;br /&gt;
&#039;&#039;Manage your pilots, assign career paths, transfer between continents&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is a list of your pilots, independent of your ships. Note there is a monthly costs of your pilots displayed in the upper part (by default each pilot costs 1 Credit per month) - this cost is NOT displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu. Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Pilot&#039;&#039;&#039; New pilot appears immediately, but starts working after 24 hours. The cost for hiring 1 pilot is 10 Credits (configurable). The new pilot starts at level 0 (F.O.) with zero experience and kills, and has no ship assigned.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your pilots by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 10 pilots (configurable). Transferring a pilot from one continent to another takes 24 hours. Note that if you transfer a pilot which is assigned to a ship, he is first unassigned and then transferred, leaving the ship with no pilot assigned.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific pilot&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; the pilot&#039;s current stats, such as days of service, number of interceptions, total interception time, kills, experience, chosen career (at the top), current bonuses to Aim, Defense, Damage, Squadron Size (the number of ships he can command), Squadron Aim, Squadron Defense, and his Traits and their limitations if any.&lt;br /&gt;
**&#039;&#039;&#039;Rename&#039;&#039;&#039; the Pilot. You can create custom names for pilots just like for soldiers. You have to confirm the rename after pressing the Close button.&lt;br /&gt;
**&#039;&#039;&#039;Custom Voice&#039;&#039;&#039; There are around 17 voices to select from. You can even have female pilots!&lt;br /&gt;
**&#039;&#039;&#039;Change Career&#039;&#039;&#039;. As pilots gain experience and UFO kills, they earn levels (level 0=F.O., level 1=Lt, level 2=Cpt, 3=Maj, 4=Col, 5=Cmdr). From the Lieutenant level, their air combat skills differ based on chosen career. Pilots can choose to pursue one of the three different careers: ACE, GUNNER, or LEADER. ACE is the default career. Each career focuses on different aspect of air combat: ACE focuses on Aim and Defense, GUNNER on Aim and Damage, and LEADER on Aim and Defense of the whole squadron, and squadron Size. Changing a career at Lieutenant level or later is possible, but it will mean the pilot will be unavailable for 7 days plus 7 days per level already obtained. More details on careers later.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Pilot&#039;&#039;&#039; - Simply removes the pilot from the roster, saving 1 Credit per month. You should probably never do that.&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Combat Tactic===&lt;br /&gt;
&#039;&#039;Adjust combat tactics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you just define how the ships behave in air combat, based on selected stance (Aggressive, Balanced, Defensive) as selected before each air engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-back off, Auto-abort&#039;&#039;&#039;. By default, ships will Auto-back off at 67/50/25 (DEF/BAL/AGG) percent of their HP. Backing-off means going Long range if the ship was Short range. Ships will Auto-abort (disengage from combat) at 33%/25%/10% of HP (DEF/BAL/AGG). You can define any values here, my recommendation is being a little more cautious: DEF: 70-35 BAL: 50-25 AGG: 30-15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Combat Close.&#039;&#039;&#039; This means go Short range immediately at the start of combat. It is by default ON for AGG and BAL stances. Fortunately from 1.08, you can choose starting distance before engagement. Remember to always do that! Even if this is turned off and you leave &amp;quot;Auto&amp;quot; at UFO Contact screen, it actually selects distance according to DPS. If you use all Long weapons as is recommended, this will always be Close as you get small bonus Aim for Close distance. You might still want to start Long most of the time, especially against UFO Squadrons, so make sure you manually select Long distance before every engagement!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Stance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Back-off&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Abort&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Start Close&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEF&#039;&#039;&#039; || 67% || 70% || 33% || 35% || OFF || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BAL&#039;&#039;&#039; || 50% || 50% || 25% || 25% || ON || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AGG&#039;&#039;&#039; || 25% || 30% || 10% || 15% || ON || OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Training Guidelines===&lt;br /&gt;
&#039;&#039;Adjust training guidelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you define the Training Center parameters. It has 4 parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle XP Bonus&#039;&#039;&#039; defines how many XP does a pilot gain per training cycle spent in the Training Center.&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle Duration&#039;&#039;&#039; defines how long in days the training cycle lasts.&lt;br /&gt;
*&#039;&#039;&#039;Training Center Capacity&#039;&#039;&#039; defines how many pilots can train simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Upper Limit of XP&#039;&#039;&#039; defines the upper XP limit a pilot can be trained to. For example, if the limit is 200 XP, bonus is 20 XP and the pilot already has 190 XP, he can train but will only gain 10 XP at the end (up to the limit) instead of 20 XP.&lt;br /&gt;
&lt;br /&gt;
The first two parameters are defined by &#039;&#039;Training Programs&#039;&#039;; &#039;&#039;Training Facilities&#039;&#039; determine the Capacity, and finally &#039;&#039;Training Staff&#039;&#039; determines the XP Limit. Increasing Training Programs (level 0-4) cost Credits, increasing Training Facilities (level 0-5) costs both Credits and monthly Credits, increasing Training Staff (level 0-5) costs only monthly Credits. This can also be downgraded to save on monthly costs. Note that the total monthly Credit costs is displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu next to the Hangar item (the first item in the list).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRAINING CENTER&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Upgrade Cost&#039;&#039;&#039;||&#039;&#039;&#039;Monthly Cost&#039;&#039;&#039;||&#039;&#039;&#039;XP Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Duration&#039;&#039;&#039;||&#039;&#039;&#039;Capacity&#039;&#039;&#039;||&#039;&#039;&#039;XP Limit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;Training Programs&#039;&#039;&#039;||0||0||rowspan=5|0||20||20||rowspan=5|--||rowspan=5|--&lt;br /&gt;
|-&lt;br /&gt;
|1||50||25||18&lt;br /&gt;
|-&lt;br /&gt;
|2||150||30||15&lt;br /&gt;
|-&lt;br /&gt;
|3||300||35||13&lt;br /&gt;
|-&lt;br /&gt;
|4||500||40||10&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Facilities&#039;&#039;&#039;||0||0||0||rowspan=6|--||rowspan=6|--||3||rowspan=6|--&lt;br /&gt;
|-&lt;br /&gt;
|1||100||5||4&lt;br /&gt;
|-&lt;br /&gt;
|2||300||15||6&lt;br /&gt;
|-&lt;br /&gt;
|3||500||25||8&lt;br /&gt;
|-&lt;br /&gt;
|4||700||35||10&lt;br /&gt;
|-&lt;br /&gt;
|5||900||45||12&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Staff&#039;&#039;&#039;||0||rowspan=6|0||0||rowspan=6|--||rowspan=6|--||rowspan=6|--||200&lt;br /&gt;
|-&lt;br /&gt;
|1||20||400&lt;br /&gt;
|-&lt;br /&gt;
|2||40||700&lt;br /&gt;
|-&lt;br /&gt;
|3||60||1100&lt;br /&gt;
|-&lt;br /&gt;
|4||80||1600&lt;br /&gt;
|-&lt;br /&gt;
|5||100||2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is best to do any changes to the Training Center in the last day of a month, since all changes are applied only from the beginning of the next month. Also note that any ongoing training cycle uses old levels even in the new month. Only new training cycles in the new month use the new levels.&lt;br /&gt;
&lt;br /&gt;
===Training Center===&lt;br /&gt;
&#039;&#039;Sign-up pilots for additional training when idle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you finally sign-up pilots for training. Pilots on training can engage in air combat normally, their training will just be paused. Their training is also paused when they recover after combat (by default 1 hour only), when they are on transfer to another continent, or when they are injured.&lt;br /&gt;
&lt;br /&gt;
You can remove pilots from training, but no XP is then gained. Usually there is no reason to do so.&lt;br /&gt;
&lt;br /&gt;
==Before Air Combat==&lt;br /&gt;
On UFO Contact Screen, you can choose which ship or ships would engage the UFO(s). If the selected ship has no pilot assigned, you are given a choice to assign a pilot, otherwise the ship cannot be used. The maximum number of ships for current engagement is defined by the best Squadron Size parameter of selected pilots.&lt;br /&gt;
&lt;br /&gt;
===Ship Card===&lt;br /&gt;
There are 3 buttons on a ship card:&lt;br /&gt;
*&#039;&#039;&#039;Stance&#039;&#039;&#039;: DEF, BAL, AGG. As in vanilla Long War, this defines whether the ship prioritizes UFO destruction (AGG) or safety (DEF). Basically, DEF means -15 Aim but +20% Dodge (20% chance to change hit into miss), AGG means +15 Aim but 25% chance to change miss into hit (recommended to change to this to 20% in the configuration (AGG_JET_FORCE_HIT_CHANCE) to keep symmetry). Stances have also defined maximum hit chance that can ever be achieved - this is 75%/85%/95% DEF/BAL/AGG.&lt;br /&gt;
*&#039;&#039;&#039;Weapons used&#039;&#039;&#039;. Use both, only Primary, or only Secondary. Well, the author says that disabling a weapon might lead to longer engagement leading to more XP, or that disabling high damage weapon would increase the chance of UFO not being destroyed but shot down, or that by going EMP Cannon only means less alien artifacts will be destroyed. While all this is true, the main goal in every engagement is to outgun and destroy the UFO as fast as possible while suffering ideally no damage to your ships. So you should definitely always use both your weapons, no exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Distance&#039;&#039;&#039;. Select the ship&#039;s starting distance. Can be Short, Long, or Auto. Auto sets the starting distance according to better DPS, if the Start Close option is off. This will actually always be Close if you use the recommended vanilla LW weapons balance. Beware Close range ships are primary UFO targets and even get targeted by the whole UFO squadrons with bonus aim! So remember to set this before every engagement!&lt;br /&gt;
&lt;br /&gt;
===Aggro===&lt;br /&gt;
Ship type, equipped weapons, stance, and Defense stat all contribute to the ship&#039;s Aggro stat, which is also displayed on the ship&#039;s card, next to ship&#039;s other stats like DPS, Aim, Defense. How exactly is Aggro computed is explained in the documentation and tutorials. The UFO will target a ship that is Close (=Short range), then one with highest Aggro.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
One of the pilots in the squadron may be designed as Leader, indicated by a golden star. This pilot then provides bonuses to Aim, Defense, and possibly also contact time to the whole squadron. If you select another pilot who can provide better bonuses, then this pilot will become the new Leader. However, even without a designated Leader, the squadron works just fine, only there will be no squadron bonuses. Unlike Squadron Unleashed 1, the UFO will not target the Leader particularly, as it has other preferences (distance and Aggro). If the Leader aborts or is shot down though, the bonuses are lost. Note that despite there may be another pilot who allows for bigger squadron size, the Leader will be the one who provides best squadron bonuses.&lt;br /&gt;
&lt;br /&gt;
===UFO Stance===&lt;br /&gt;
UFO also picks a stance, randomly. You are informed about the UFO&#039;s stance on UFO Contact Screen, along with other UFO information (number, location, altitude, size, type, HP, escorts). Aggressive UFO is more dangerous - expect higher than normal risk of getting damaged. It increases the engagement time by 50%. Defensive UFO has lower damage potential but is also harder to shoot down. The engagement time is reduced by 33%.&lt;br /&gt;
&lt;br /&gt;
After everything is set, press the &#039;&#039;&#039;Launch Fighter(s)&#039;&#039;&#039; button to start engagement.&lt;br /&gt;
&lt;br /&gt;
==During Air Combat==&lt;br /&gt;
In vanilla Long War, the only thing you can do during Air Combat is to use [[Air Combat (Long War)#Modules|Modules]] or Abort the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
In Squadron Unleashed 2, you can also manage the ship&#039;s distance. Select the ship by clicking it, then double click to change distance from Long to Short or vice versa. Alternatively, use Up/Down keys to select ship then Left/Right keys to change distance. Ships will also change distance automatically (basically just go Long) based on the settings in Combat Tactics. Space or Enter keys abort. Aborting is valid for the active ship only; the engagement continues until either party is destroyed/shot down or if all ships aborted. Modules are used by all ships. &lt;br /&gt;
&lt;br /&gt;
If a ship is shot down by the UFO, it is destroyed together with both its weapons. However, the pilot can survive. The chance is 50% at F.O. +5% for each pilot level, but Cmdrs survive always. If the pilot survives, there is another 50% chance that he will be injured - thus unavailable for both training and combat - for 14 days.&lt;br /&gt;
&lt;br /&gt;
Generally you should avoid losing your ships, especially if equipped with expensive weapons. It is always better to Abort the engagement and let the UFO go, than risk losing your ship. Beware that especially large UFO&#039;s can critically hit and almost one-shot your Interceptors, so losing one is sometimes unavoidable.&lt;br /&gt;
&lt;br /&gt;
==Weapons Rebalance==&lt;br /&gt;
In Squadron Unleashed, by default all air weapons are hugely rebalanced. They get somewhat random bonuses or penalties by going Short or Long distance, can fit to only Primary or only Secondary weapon slot, or have limited ammo. In the recommended (or alternate) configuration, we try to preserve the original Long War air weapons balance.&lt;br /&gt;
&lt;br /&gt;
===Long vs Short Distance===&lt;br /&gt;
In vanilla Long War, you have no control over the distance, as it plays literally no role there. It is selected automatically based on the equipped weapon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range Weapons&#039;&#039;&#039; are: Vulcan Cannon, Phoenix Cannon, Laser Cannon, EMP Cannon.&lt;br /&gt;
*&#039;&#039;&#039;Long Range Weapons&#039;&#039;&#039; are: Avalanche Missiles, Stingray Missiles, Plasma Cannon, Fusion Lance.&lt;br /&gt;
*&#039;&#039;&#039;UFO Weapons&#039;&#039;&#039; do equally well at both ranges.&lt;br /&gt;
&lt;br /&gt;
Now distance is of critical importance in Squadron Unleashed. By default, UFO&#039;s get huge +20 Aim bonus towards Short range ships, making Short range weapons severely disadvantaged. Not only that, but also the fact that Short range weapons cannot shoot Long range at all (hardcoded), while Long range weapons can always shoot Short: they either get a penalty to Aim or sometimes even a bonus Aim. With the default setup, you might quite often see your ships playing sitting ducks not shooting at all, just taking damage. You don&#039;t want this to happen at all. I think the weapons are pretty well balanced in vanilla LW - no need for such drastic changes.&lt;br /&gt;
&lt;br /&gt;
Thus I recommend to change the defaults, so that all weapons are Long range, making sure they can fire. They will all fire with no penalty at Long range. The player can then decide to go close with any weapon for an Aim bonus, at the cost of being targeted by UFO(s) with the same bonus! This way the vanilla balance between weapons is maintained, still the player has a choice to switch ranges.&lt;br /&gt;
&lt;br /&gt;
For Vulcan Cannon though, as it was added and it will never be the only weapon, let&#039;s make an exception and leave it as the only Short range weapon, which cannot fire long.&lt;br /&gt;
&lt;br /&gt;
===Primary vs Secondary===&lt;br /&gt;
In the default settings, some weapons fit only Primary slot, while others fit only Secondary slot, with the exception of Plasma Cannon, which fits both slots. There is no reason for such restrictions, with some exceptions: &lt;br /&gt;
&lt;br /&gt;
*The Vulcan Cannon is hard-coded for Secondary slot only.&lt;br /&gt;
*The starting Avalanche and Stingray Missiles should go to Primary slot only, otherwise the Vulcan Cannon would serve no purpose - why not go double Avalanche then? The early game would then be unbalanced.&lt;br /&gt;
*The Fusion Lance is Primary only; it&#039;s a very late game and also very rare weapon which would be a waste to fit into Secondary slot and also way too powerful to fit both. It is so large that a ship - Firestorm only - can only carry one such weapon, that makes sense.&lt;br /&gt;
*All other weapons should fit both slots, as there is no reason for them not to.&lt;br /&gt;
&lt;br /&gt;
There are two configuration parameters worth mentioning here: XCOM_DMG_MODIFIER_GLOBAL and SECONDARY_WPN_DMG_MOD. As now all weapons can fit Primary slot (except the added Vulcan), the Secondary slot can be thought as simply unnecessary additional weapon, doing only half damage. You may as well leave the Vulcan Cannon there for the whole game for all ships not using the Secondary slot at all. It would simply serve as an added bonus for going close. Or use it only when you can afford it. After all, the weapons are quite expensive for all ships to have two. To balance this out, we leave the global modifier at 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Parameter&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XCOM_DMG_MODIFIER_GLOBAL&#039;&#039;&#039;||0.7||1.0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SECONDARY_WPN_DMG_MOD&#039;&#039;&#039;||1.0||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
So, you can run out of ammo by default. Then what? One would expect an automatic Abort, so the ship is not a sitting duck. We really don&#039;t want that. Unfortunately with the default settings, we get a sitting duck. I think the concept of air weapons ammo is really an unnecessary addition. Now some weapons have limited ammo, some unlimited. If we want to stick with Long War weapon balance, limited ammo makes it impossible to achieve, so we set all ammo to unlimited.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make an exception for Vulcan Cannon though, as it&#039;s not present in vanilla, it&#039;s never the only weapon equipped, it&#039;s basically just a bonus to going close, so we leave it with its 12 ammo.&lt;br /&gt;
&lt;br /&gt;
===Recommended Config Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Weapon Slot&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Distance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimMod&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimModClose&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulcan&#039;&#039;&#039;||Secondary||Secondary||short||short||0||rowspan=9|0||0||rowspan=9|0||12||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avalanche&#039;&#039;&#039;||Primary||Primary||long||rowspan=8|long||0||-15||5||rowspan=8|&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stingray&#039;&#039;&#039;||Primary||Primary||long||0||-15||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix&#039;&#039;&#039;||Secondary||Both||short||0||0||10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma&#039;&#039;&#039;||Both||Both||long||-20||20||15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039;||Primary||Primary||long||0||20||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|N/A||long||0||20||&amp;amp;infin;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
iAimMod is an Aim modifier under all circumstances. iAimModClose is Aim modifier when the ship is Short range. So at Short range, these bonuses stack. We then set AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5. With recommended settings, this will be applied to all weapons except Vulcan for close range.&lt;br /&gt;
&lt;br /&gt;
So here is the recommended weapons table. You can copy-paste it to your config file (DefaultSquadronUnleashed.ini).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5		;applied to ALL non-short-distance weapons at close range, including UFO weapons&lt;br /&gt;
&lt;br /&gt;
;Vulcan Cannon: short range - will NEVER fit primary slot (ignores bPrimary setting) - this is hardcoded to avoid CTDs and overall bugs with &amp;quot;none&amp;quot; primary weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=0,  bPrimary=FALSE, bSecondary=TRUE,  bClose=true,  iAmmo=12, RearmHours=6,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Phoenix: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=1,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Stingray: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=2,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Avalanche: long range - will ALWAYS fit primary slot (ignores bPrimary setting) - this is hardcoded cause new ships have this as starting weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=3,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Laser: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=4,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Plasma: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=5,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;EMP: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=6,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Fusion: both ranges&lt;br /&gt;
ShipWeapons=(iWeaponType=7,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma I&lt;br /&gt;
ShipWeapons=(iWeaponType=8,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma II&lt;br /&gt;
ShipWeapons=(iWeaponType=9,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO_Fusion&lt;br /&gt;
ShipWeapons=(iWeaponType=10, bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilot Careers==&lt;br /&gt;
Career means different bonuses as pilots gain levels. They are detailed in the following table. To get a level, the pilot must gain both the required XP and kills (either proper kills or team kills). There are 3 careers defined: ACE, GUNNER, and LEADER. Though careers can be changed, it is best to choose the pilot&#039;s career at F.O. level and leave it at that for the entire game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Title&#039;&#039;&#039;||&#039;&#039;&#039;XP Req.&#039;&#039;&#039;||&#039;&#039;&#039;Kills Req.&#039;&#039;&#039;||&#039;&#039;&#039;+Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Def&#039;&#039;&#039;||&#039;&#039;&#039;+Damage&#039;&#039;&#039;||&#039;&#039;&#039;Sq.Size&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Def&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|any||F.O.||0||0||0||0||0||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;ACE&#039;&#039;&#039;||Lt.||200||1||4||4||0||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||8||0||2||0||0||Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||12||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||16||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||20||0||4||0||0||Maverick&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||Lt.||200||1||4||0||10%||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||0||20%||2||0||0||Slash&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||0||30%||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||0||40%||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||0||50%||3||0||0||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||Lt.||200||1||0||0||0||3||2||2||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||0||0||0||5||4||4||Maestro&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||0||0||0||6||6||6||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||0||0||0||6||8||8||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||0||0||0||6||10||10||Wingman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To compensate for these bonuses, pilots only get +1 Aim per kill (down from +3) with a +20 Aim maximum (down from +30). With UFO squadrons, kills requirement is rarely a limiting factor.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are unique bonuses pilots gain at Captain and Commander levels, depending on chosen career. The two traits stack - the combined bonuses are displayed in the table. By default, certain traits are very powerful, but with many complicated limitations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;amp;nbsp;||colspan=2|Recommended||colspan=2|Default&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;ACE&#039;&#039;&#039;||&#039;&#039;&#039;Ninja&#039;&#039;&#039;||+10 Dodge||none||+20 Dodge||DEF stance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maverick&#039;&#039;&#039;||+20 Dodge, +10 Def||Firestorm, DEF stance||+30 Dodge, +20 Def||Firestorm, BAL stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||&#039;&#039;&#039;Slash&#039;&#039;&#039;||+20% Crit Dmg||none||+25% Damage||close range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammer&#039;&#039;&#039;||+40% Crit Dmg, +20% Crit Chance||Firestorm, AGG stance||+25% Damage, +50% Crit Dmg, +10% Crit Chance||Firestorm, AGG stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||&#039;&#039;&#039;Maestro&#039;&#039;&#039;||+5s contact time||none||+5s contact time||none&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wingman&#039;&#039;&#039;||+10s contact time, +5 Sq.Aim, +5 Sq.Def||Firestorm, BAL stance||+5s contact time, +10 Sq.Aim, +10 Sq.Def||Firestorm, Sq Size exactly 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just copy-paste this trait table into your config file to have cleanly defined and only moderately powerful traits, as in the above table.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;career ACE&lt;br /&gt;
;NINJA - gains extra +10 dodge (stacks with DEF_JET_DODGE_CHANCE)&lt;br /&gt;
m_PilotTraits=(iTraitType=2, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=2)&lt;br /&gt;
&lt;br /&gt;
;MAVERICK - requires FIRESTORM and DEF stance: gains +10 def and +10 dodge (for a total +20 dodge)&lt;br /&gt;
m_PilotTraits=(iTraitType=4, iBonusDef=10, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=4, bFireStorm=TRUE, iTactic=2)&lt;br /&gt;
&lt;br /&gt;
;career GUNNER&lt;br /&gt;
;SLASH - gains +20% crit dmg&lt;br /&gt;
m_PilotTraits=(iTraitType=1, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=1)&lt;br /&gt;
&lt;br /&gt;
;HAMMER - requires FIRESTORM and AGG stance: grants +20% crit chance and +20% crit dmg (for a total +40% crit dmg)&lt;br /&gt;
m_PilotTraits=(iTraitType=6, iBonusCritChance=20, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=6, bFireStorm=TRUE, iTactic=1)&lt;br /&gt;
&lt;br /&gt;
;career LEADER&lt;br /&gt;
;MAESTRO - gives +5s contact time always&lt;br /&gt;
m_PilotTraits=(iTraitType=3, iBonusTime=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=3)&lt;br /&gt;
&lt;br /&gt;
;WINGMAN - requires FIRESTORM and BAL stance: grants +5s contact time (for a total +10s contact time), extra +5 aim and +5 def for the squadron&lt;br /&gt;
m_PilotTraits=(iTraitType=5, iBonusTime=5, iBonusTeamAim=5, iBonusTeamDef=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=5, bFireStorm=TRUE, iTactic=0) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New in 1.10==&lt;br /&gt;
===Team Kills===&lt;br /&gt;
Pilots receive Team Kills as a shared percentage 1/N, where N is the number of ships in a squadron. This is separate from Kills, displayed in parenthesis after Kills, rounded down. Team Kills only matter for promotions - a pilot requires to have either Kills or Team Kills at least 6 to be promoted to Major, for example. This allows Leaders to have the same promotion scheme as other careers. Team Kills do not increase Aim or Damage, only Kills do.&lt;br /&gt;
&lt;br /&gt;
===UFO Squadrons===&lt;br /&gt;
Depending on [[Threat (Long War)|XCOM Threat]] and Number of Ships on a continent, aliens will deploy 0-3 extra UFOs to protect the main UFO performing an [[Alien Missions (Long War)|Alien Misison]]. The formula is Min(3, XComThreat + NumOfShipsOnContinent - 5), where XComThreat is 0-4, NumOfShips is 0-6. Aliens also need to reach certain [[Alien Research (Long War)|Alien Research]] and have enough [[Alien Resources (Long War)|Alien Resources]] level to launch specific escorts (configurable). Escorts always pick Aggressive stance (by default), and grant some extra engagement time. Killing escorts only grants experience and kills for pilots, they do not provide any cash or alloys (by default), and never spawn a crash site.&lt;br /&gt;
&lt;br /&gt;
Important facts not mentioned in mod description:&lt;br /&gt;
* The escort UFOs can only be Scout, Fighter, Raider or Destroyer, nothing bigger is possible (though you can configure in bigger escorts).&lt;br /&gt;
* By default, you always get the maximum escorts possible, so if you have 4+ ships on continent and 4 Threat, expect 3 escorts with every UFO.&lt;br /&gt;
* By default, all the escorts are always the same highest type as Alien Research and Alien Resource levels allows.&lt;br /&gt;
* Ships going Short range get hit by everyone - including the main UFO! - while at Long range you fight all Ufo&#039;s one at a time.&lt;br /&gt;
* Ufo&#039;s not directly targeted by XCOM don&#039;t get Close range bonus when they fire at a Close range ship.&lt;br /&gt;
* Escort is never a bigger class UFO than the main ship (Raiders/Destroyers will not escort a Scout/Fighter even if alien research and resource levels would allow that)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Research&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;||90||90||1||1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;||270||180||2||2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;||90||270||3||3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||270||360||3||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is recommended way to configure the UFO Squadrons (1.10):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Scout&lt;br /&gt;
PossibleEscort=(iUFOType=4, iReqResearch=90, iReqResourceLvl=1)&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
PossibleEscort=(iUFOType=10, iReqResearch=180, iReqResourceLvl=2)&lt;br /&gt;
&lt;br /&gt;
;Raider&lt;br /&gt;
PossibleEscort=(iUFOType=11, iReqResearch=270, iReqResourceLvl=3)&lt;br /&gt;
&lt;br /&gt;
;Destroyer&lt;br /&gt;
PossibleEscort=(iUFOType=5, iReqResearch=360, iReqResourceLvl=4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Randomization Options====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set TRUE below to make the number of escorts randomized in range 0-N rather than set to N always (N is max escorts before clamping to max 3)&lt;br /&gt;
RANDOMIZE_NUMBER_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow the escort consists of different types of UFO (eg. 1 Fighter + 2 Raiders) - the requirements for Research/Resources must still be met for the type to be available&lt;br /&gt;
RANDOMIZE_TYPE_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow random stance for escorts (otherwise escorts are always AGG)&lt;br /&gt;
RANDOMIZE_STANCE_OF_ESCORTS=true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I recommend to set the options to true to add more variation to UFO escorts.&lt;br /&gt;
&lt;br /&gt;
====Escort Rewards====&lt;br /&gt;
It makes sense that when the other UFOs provide cash and small amount of alloys rewards, why not escorts. As not to unbalance the game too much however, let&#039;s cut the rewards to half for escorts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set to TRUE to enable rewards for the escorts (FALSE by default)&lt;br /&gt;
ENABLE_ESCORT_REWARDS=true&lt;br /&gt;
;Scout / Fighter&lt;br /&gt;
EscortReward=(iCategory=1, iCash=50, iAlloy=2)&lt;br /&gt;
;Raider / Destroyer&lt;br /&gt;
EscortReward=(iCategory=2, iCash=100, iAlloy=3)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Config Changes==&lt;br /&gt;
&amp;lt;pre&amp;gt;;VulcanCannon=(eType=eShipWeapon_None, iDamage=45, iArmorPen=0, iToHit=25, iAvionicsBonus=10, iCooldown=40)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don&#039;t forget to comment out this line. The default setting (Phoenix Cannon stats but with 0 ArmorPen and 75% of Phoenix&#039; damage) is better.&lt;br /&gt;
&amp;lt;pre&amp;gt;VulcanCannon=(eType=eShipWeapon_None, iDamage=105, iArmorPen=0, iToHit=40, iAvionicsBonus=10, iCooldown=75)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;InterceptionTweakOn=true&lt;br /&gt;
INTERCEPTION_TWEAK_SCALER=1.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows for longer battles with less damage to both ships and UFO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TIME_SLOMO_FACTOR=0.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slow the battles down so you can actually influence anything during them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_JET_FORCE_HIT_CHANCE=20&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep symmetry with DEF_JET_DODGE_CHANCE. These is no reason for this to be higher. Then we also get the lone bullets back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_UFO_AIM_BONUS=15&lt;br /&gt;
AGG_UFO_SPEED_DOWN=0.67&lt;br /&gt;
AGG_UFO_FIRERATE_BOOST=1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep things rather symmetric. The double fire rate for AGG UFO is just too much, causing you to ignore all such UFOs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;LONE_BULLET_CHANCE_BAL=10&lt;br /&gt;
LONE_BULLET_CHANCE_AGG=20&lt;br /&gt;
LONE_BULLET_DMG_MOD=0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
The lone bullet mechanic was abandoned from Squadron Unleashed 1. I like it back, however toned down, to balance things out. So now AGG/BAL ships have 20%/10% chance to be hit by a missed UFO shot for 50% damage. I believe only 1 ship could be hit like that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AIM_BONUS_VS_LARGE_UFO=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
15 is little too much. There is no reason to make battles against large UFO so much easier compared to vanilla LW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;EXTRA_DMG_PCT_PER_KILL=0.0101&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is not to add damage (0.0001 is nothing), but for display purposes. So 1 kill gets displayed as +1% dmg, not 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DAMAGED_JET_AIM_PENALTY=15&amp;lt;/pre&amp;gt;&lt;br /&gt;
With 25 Aim penalty, damaged ships are basically unusable. If ships damaged during combat also get this penalty, it should definitely not be that high. 15 is just the standard bonus/penalty, so we keep it simple here. Alternately, set this to 0, but then don&#039;t allow using damaged ships for new interceptions, getting vanilla behavior (set DAMAGED_JET_HP_PCT_CAN_FIGHT=1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MIN_SQUADRON_SIZE=1&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make sure to set this to 1 to avoid any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_RECOVER_AFTER_COMBAT_HOURS=8&amp;lt;/pre&amp;gt;&lt;br /&gt;
Makes it more realistic. Pilots needs some rest after combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_SURVIVAL_CHANCE_PER_RANK=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
Losing experienced pilots is very painful. This translates to 100% survival at Cmdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;XP_PER_ENGAGMEMENT_SECOND=1&lt;br /&gt;
XP_FOR_KILL_SHOT=20&lt;br /&gt;
XP_FOR_WIN=10&lt;br /&gt;
XP_FOR_HIT=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the introduction of UFO squadrons, the XP gains need to be toned down, as there are much more shoot down opportunities. This also means the Training Center investments serve any purpose at all.&lt;br /&gt;
&lt;br /&gt;
==Just Squadrons==&lt;br /&gt;
Need more vanilla Long War? Don&#039;t want to bother with all the new features, just want to see XCOM and UFO squadrons to play it out? Look no further:&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/823&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Template:Overload_(Long_War)&amp;diff=121883</id>
		<title>Template:Overload (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Template:Overload_(Long_War)&amp;diff=121883"/>
		<updated>2025-04-30T16:34:17Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ALIEN_OVERLOAD.png|32px|{{{align|center}}}|Overload]]&amp;lt;div style=&amp;quot;text-align: {{{align|center}}};&amp;quot;&amp;gt; &#039;&#039;&#039;[[Abilities List (Long War)#Overload|Overload]]&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{#if:{{{text|}}}|&#039;&#039;Overload the unit&#039;s own power source, destroying the unit but causing explosive damage similar to a grenade&#039;s.&#039;&#039;}}&amp;lt;/div&amp;gt;&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=120670</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=120670"/>
		<updated>2025-01-18T19:52:10Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Mechtoid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|25}}&lt;br /&gt;
&lt;br /&gt;
[[File:LW_Chryssalid_Queen.jpeg|left|thumb|A Chryssalid &amp;quot;Greater Hive Queen&amp;quot; compared to its smaller brethren.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Much like in vanilla, &#039;&#039;&#039;Aliens&#039;&#039;&#039; deploy in [[Alien_Deployment_(Long_War)#Pods|Pods]], which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
All pods now make noise when they move, but some pods will choose to wait in one spot rather than patrol. The percentage of pods that hide out in this fashion is different per mission - on Abductions, it is 50%, on Large UFO&#039;s, 40%, and on Small UFO&#039;s, 10%.&lt;br /&gt;
&lt;br /&gt;
===Research Upgrades===&lt;br /&gt;
&lt;br /&gt;
The aliens will continually improve their technology as the war goes on, represented by a hidden variable called [[Alien Research (Long War)|Alien Research]].  This will grant aliens extra stats, and in some cases unlock new perks.&lt;br /&gt;
&lt;br /&gt;
Some upgrades are granted for free to all aliens, whereas other upgrades have only a chance of applying to any given alien. In the latter cases, the aliens sometimes receive a new name, and hence they are named &amp;quot;Variant&amp;quot; upgrades.&lt;br /&gt;
&lt;br /&gt;
===Pod Leader===&lt;br /&gt;
Each Pod will be led by one &#039;&#039;&#039;Pod Leader&#039;&#039;&#039; alien, possessing both improved stats and new abilities. Pod leaders can easily be identified by their larger health pool and increased physical size.&lt;br /&gt;
&lt;br /&gt;
Pod Leaders initially start at level 0 with standard stats, but as [[Alien Research (Long War)|Alien Research]] progresses, they begin to start being able to acquire higher leader levels. At Alien Research 40, aliens start having chance to roll a level 1 leader for all pods. At each multiple of 40 Alien Research thereafter, an additional level unlocks, up to a maximum of 7 on normal missions. Special level 8 or 9 may appear on special missions, see [[Alien Life Forms (Long War)#Bosses|Bosses]] below. &lt;br /&gt;
&lt;br /&gt;
Below 360 Alien Research, the chance to roll every level of leader for a pod is the same; for example, at Alien Research 120, a pod has a 25% chance to roll a level 3 leader, a 25% chance for a level 2, a 25% chance for a level 1, and a 25% chance for a level 0.&lt;br /&gt;
&lt;br /&gt;
Starting at 360 Alien Research, and all the way up to 600, the chance of rolling any given leader stops being equally likely. The higher alien research, the more the formula is biased towards rolling high leader levels.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Alien Research (Long War)|Alien&amp;lt;br&amp;gt;Research]]&lt;br /&gt;
! colspan=8 | Alien Leader Level&lt;br /&gt;
|-&lt;br /&gt;
! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7&lt;br /&gt;
|-&lt;br /&gt;
! 0    &lt;br /&gt;
| 100%   || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 40   &lt;br /&gt;
| 50.0%  || 50.0%  || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 80   &lt;br /&gt;
| 33.33% || 33.33% || 33.33% || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! 120  &lt;br /&gt;
| 25.0%  || 25.0%  || 25.0%  || 25.0% || || || || &lt;br /&gt;
|-&lt;br /&gt;
! 160  &lt;br /&gt;
| 20.0%  || 20.0%  || 20.0%  || 20.0%  || 20.0%	|| || || &lt;br /&gt;
|-&lt;br /&gt;
! 200  &lt;br /&gt;
| 16.67% || 16.67% || 16.67% || 16.67% || 16.67% || 16.67% || ||&lt;br /&gt;
|-&lt;br /&gt;
! 240  &lt;br /&gt;
| 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || 14.29% || 14.29% ||&lt;br /&gt;
|-&lt;br /&gt;
! 280  &lt;br /&gt;
| 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! 320  &lt;br /&gt;
| 12.5%  &lt;br /&gt;
| 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%  || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
! 360  &lt;br /&gt;
| 10.0%  || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86% || 12.86%&lt;br /&gt;
|-&lt;br /&gt;
! 400  &lt;br /&gt;
| 9.09%  || 9.09%  || 13.64% || 13.64% || 13.64% || 13.64% || 13.64% || 13.64%&lt;br /&gt;
|-&lt;br /&gt;
! 440  &lt;br /&gt;
| 8.33%  || 8.33%  || 8.33%  || 15.0%  || 15.0%  || 15.0%  || 15.0%  || 15.0%&lt;br /&gt;
|-&lt;br /&gt;
! 480  &lt;br /&gt;
| 7.69%  || 7.69%  || 7.69%  || 7.69%  || 17.31% || 17.31% || 17.31% || 17.31%&lt;br /&gt;
|-&lt;br /&gt;
! 520  &lt;br /&gt;
| 7.14%  || 7.14%  || 7.14%  || 7.14%  || 7.14%  || 21.43% || 21.43% || 21.43%&lt;br /&gt;
|-&lt;br /&gt;
! 560  &lt;br /&gt;
| 6.67%  || 6.67%  || 6.67%  || 6.67%  || 6.67%  || 6.67%  || 30.0%  || 30.0%&lt;br /&gt;
|-&lt;br /&gt;
! 600+ &lt;br /&gt;
| 6.25%  || 6.25%  || 6.25%  || 6.25%  || 6.25%  || 6.25%  || 6.25%  || 56.25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tough Leaders====&lt;br /&gt;
&lt;br /&gt;
Certain pods in difficult missions (such as Alien Base Assaults, the EXALT HQ Raid, and lategame EXALT missions) are flagged as &amp;quot;tough&amp;quot; and get a +3 bonus to their alien leader&#039;s level (max 7). These pods can eclipse the normal maximum defined by Alien Research, but leader levels in excess of 7 are reduced to 7.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;35%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ &amp;quot;Tough&amp;quot; Alien Leader Levels&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Alien Research (Long War)|Alien&amp;lt;br&amp;gt;Research]]&lt;br /&gt;
! colspan=5 | &amp;quot;Tough&amp;quot; Leader Level&lt;br /&gt;
|-&lt;br /&gt;
!        3      !! 4      !! 5      !! 6      !! 7&lt;br /&gt;
|-&lt;br /&gt;
! 0   &lt;br /&gt;
| 100%	||        ||        ||        || 			&lt;br /&gt;
|-&lt;br /&gt;
! 40  &lt;br /&gt;
| 50.0%  || 50.0%  ||        ||        || &lt;br /&gt;
|-&lt;br /&gt;
! 80  &lt;br /&gt;
| 33.33% || 33.33% || 33.33% ||        || &lt;br /&gt;
|-&lt;br /&gt;
! 120 &lt;br /&gt;
| 25.0%  || 25.0%  || 25.0%  || 25.0%  || &lt;br /&gt;
|-&lt;br /&gt;
! 160 &lt;br /&gt;
| 20.0%  || 20.0%  || 20.0%  || 20.0%  || 20.0%&lt;br /&gt;
|-&lt;br /&gt;
! 200 &lt;br /&gt;
| 16.67% || 16.67% || 16.67% || 16.67% || 33.33%&lt;br /&gt;
|-&lt;br /&gt;
! 240 &lt;br /&gt;
| 14.29% || 14.29% || 14.29% || 14.29% || 42.86%&lt;br /&gt;
|-&lt;br /&gt;
! 280 &lt;br /&gt;
| 12.50% || 12.50% || 12.50% || 12.50% || 50.0%&lt;br /&gt;
|-&lt;br /&gt;
! 320 &lt;br /&gt;
| 12.50% || 12.50% || 12.50% || 12.50% || 50.0%&lt;br /&gt;
|-&lt;br /&gt;
! 360 &lt;br /&gt;
| 10.00% || 12.86% || 12.86% || 12.86% || 51.43%&lt;br /&gt;
|-&lt;br /&gt;
! 400 &lt;br /&gt;
| 9.09%  || 9.09%  || 13.64% || 13.64% || 54.55%&lt;br /&gt;
|-&lt;br /&gt;
! 440 &lt;br /&gt;
| 8.33%  || 8.33%  || 8.33%  || 15.0%  || 60.0%&lt;br /&gt;
|-&lt;br /&gt;
! 480 &lt;br /&gt;
| 7.69%  || 7.69%  || 7.69%  || 7.69%  || 69.23%&lt;br /&gt;
|-&lt;br /&gt;
! 520 &lt;br /&gt;
| 7.14%  || 7.14%  || 7.14%  || 7.14%  || 71.43%&lt;br /&gt;
|-&lt;br /&gt;
! 560 &lt;br /&gt;
| 6.67%  || 6.67%  || 6.67%  || 6.67%  || 73.33%&lt;br /&gt;
|-&lt;br /&gt;
! 600 &lt;br /&gt;
| 6.25%  || 6.25%  || 6.25%  || 6.25%  || 75.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Appears===&lt;br /&gt;
The &#039;&#039;&#039;Appears&#039;&#039;&#039; data listed for each alien is the lowest time in days it could appear normally (as a Pod Leader) with a time-only based [[Alien Research (Long War)|Alien Research]] progression. [[Alien Research (Long War)#Bonus Research|Bonus Research]] from outside sources (e.g. Alien Bases, XCOM Soldiers left behind on failed missions, etc.) may cause some of these aliens to appear ahead of their schedule. In addition, landed UFOs present the possibility of aliens one [[Alien Research (Long War)#iMonth|iMonth]] (28 days) ahead of their standard schedule during that mission.&lt;br /&gt;
&lt;br /&gt;
Pod composition is dependent upon the leader alien, and the leader alien is dependent upon Alien Research progression. For more information on when leader aliens can appear and how pods work, see [[Alien Deployment (Long War)|Alien Deployment]].&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;75%&amp;quot; style=&amp;quot;align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;No Color&#039;&#039;&#039; || &#039;&#039;&#039;Research Upgrades&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These stat boosts are automatically unlocked as soon as Alien Research reaches the required amount, for all aliens of this type (including variants, leaders, and bosses).&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background: #FFB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Yellow&#039;&#039;&#039; || &#039;&#039;&#039;Variants&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These are available to all aliens of this type, including leaders, and sometimes change the name of the alien when inspected in the battlescape. They have a certain chance of appearing, indicated in the &amp;quot;Variant chance&amp;quot; column, which is rolled per alien. A given alien can roll multiple variants, in which case all bonuses apply and the alien takes on the name of the highest-leveled variant. The number of upgraded aliens in a pod is not limited. Variant aliens can only gain (or lose) base damage, hit points, aim, will, or special perk; they never gain defense, mobility, critical chance or anything else.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #FBB&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Red&#039;&#039;&#039; || &#039;&#039;&#039;Leader Upgrades&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These are only available to pod leader aliens of that type. The alien leader&#039;s level is rolled randomly based on alien research, from level 1 up to level 7. All leader upgrades are cumulative, meaning a level 3 leader will have the level 3 upgrades as well as the level 1 and 2 upgrades. Leaders display the highest-leveled Leader name they have unlocked when inspecting them in the battlescape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #EEF&amp;quot; width=&amp;quot;8%&amp;quot; | &#039;&#039;&#039;Purple&#039;&#039;&#039; || &#039;&#039;&#039;Boss Upgrades&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These rare aliens are level 8 or level 9 Leaders, and only show up in [[Alien Life Forms (Long War)#Bosses|specific situations]]. Reminder that leader upgrades are cumulative, so a level 9 leader gains the upgrades of all previous levels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Support Units==&lt;br /&gt;
Like XCOM&#039;s own support units, these aliens are not especially threatening in a simple firefight, but instead improve the effectiveness of other alien units. They can heal and buff the stronger aliens in the collective, forcing the player to be more thoughtful in their target selection and damage output.&lt;br /&gt;
&lt;br /&gt;
===Sectoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=0&lt;br /&gt;
|picture=[[File:Sectoid (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 8&lt;br /&gt;
|hp=3 - 14&lt;br /&gt;
|aim=55 - 79&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=0 - 28&lt;br /&gt;
|move=12 - 13&lt;br /&gt;
|will=5 - 120&lt;br /&gt;
|regen=0 - 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoids&#039;&#039;&#039; behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP and Aim, and mediocre Will. Basic Sectoids have access to a few more psionic powers than before, being able to &#039;&#039;Mind Merge&#039;&#039;, &#039;&#039;Mindfray&#039;&#039; and &#039;&#039;Psi Panic&#039;&#039;. The good news is that &#039;&#039;Mindfray&#039;&#039; has been altered to only do 1 damage. Be aware that &#039;&#039;Mind Merge&#039;&#039; has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid pod leaders get the &#039;&#039;Low Profile&#039;&#039; perk. All Sectoids technically have the &#039;&#039;Gunslinger&#039;&#039; perk to cancel their offset from using pistols, but do not gain extra damage.&lt;br /&gt;
&lt;br /&gt;
Unlike most alien types, Sectoid pod leaders do +1 damage over regular Sectoids at the start of the game without requiring extra research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Sectoids carry Alien Pistols (which explode into weapon fragments/alloys if not captured alive) and leave corpses. After &#039;&#039;Xenobiology&#039;&#039; is researched, the Council will request Sectoid Corpses from time to time. Typical requests exchange 6 Sectoids for 1 or 2 scientists, plus a 10% boost to the requesting nation&#039;s defense against panic.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=3 | level1-hp=3 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=12 | level1-will=5 &lt;br /&gt;
| level2-damage=3 | level2-hp=3 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=5 &lt;br /&gt;
| level3-damage=3 | level3-hp=3 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=10 &lt;br /&gt;
| level4-damage=3 | level4-hp=4 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=15 &lt;br /&gt;
| perks={{ListPerks (Long War)|{{Gunslinger (Long War)}}|{{Suppression (Long War)}}|{{Mindfray (Long War)}}|{{Mind Merge (Long War)}}|{{Psi Panic (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)|{{Low Profile (Long War)}}from 270 AR|{{Adaptive Bone Marrow (Long War)}}from 720 AR}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || +1 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 30 || - || - || +3 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || - || +4 || - || - || +4 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +5 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || - || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +15 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || +4 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || +4 || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || +4 || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || - || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || - || +1 || - || - || - || - || - || +5 || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +4 || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || +1 || +1 || - || +5 || {{ Low Profile (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || +4 || +5 || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || - || - || +5 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +4 || +5 || {{ Executioner (Long War) }} || 4 || Sectoid Leader&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || - || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +4 || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || - || +4 || +5 || {{ Tactical Sense (Long War) }} || 7 || Sectoid Master&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +4 || +5 || {{ Adaptive Bone Marrow (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +2 || +4 || +5 || {{ Combined Arms (Long War) }} || 9 || Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drone===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=0&lt;br /&gt;
|picture=[[File:Drone 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=3 - 7&lt;br /&gt;
|hp=3 - 10&lt;br /&gt;
|aim=50 - 70&lt;br /&gt;
|crit=0&lt;br /&gt;
|dr=1 - 2&lt;br /&gt;
|defense=-5 - 7&lt;br /&gt;
|move=12 - 16&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Drones&#039;&#039;&#039; can be encountered right from the beginning of the game, even in the first mission. They can come in groups of their own or be attached to Sectoid pods, and later they will accompany more powerful mechanized units like Cyberdiscs and Sectopods. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill when encountered in packs. A standard or Shredder rocket with the HEAT Ammo perk can make short work of them, however. Variant &amp;amp; Leader Drones have &#039;&#039;Holo-Targeting&#039;&#039;, making them a bit more dangerous when supporting other aliens. Drones also start at 80% size at the beginning of the campaign with a variant upgrade.&lt;br /&gt;
&lt;br /&gt;
A Level 9 Drone, the &#039;&#039;&#039;Atlas Drone&#039;&#039;&#039;, will appear in the 18th Terror mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Drones primarily drop Drone Wrecks, the autopsy of which (10 required) grants access to the &#039;&#039;Field Repairs&#039;&#039; Foundry project and the Holo-Targeter. Later-game, Drone Wrecks are required for several Foundry projects including &#039;&#039;Field Repairs&#039;&#039; (10), &#039;&#039;Drone Capture&#039;&#039; (30), &#039;&#039;Improved Arc Thrower&#039;&#039; (10), &#039;&#039;Sentinel Drone&#039;&#039; (1), and &#039;&#039;Advanced Flight&#039;&#039; (5). Also, two Drone Wrecks are required for UFO Tracking (Boost).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=3 | level1-hp=3 | level1-aim=50 | level1-crit=0 | level1-defense=-5 | level1-mobility=12 | level1-will=0 &lt;br /&gt;
| level2-damage=3 | level2-hp=3 | level2-aim=55 | level2-crit=0 | level2-defense=0 | level2-mobility=12 | level2-will=0 &lt;br /&gt;
| level3-damage=3 | level3-hp=4 | level3-aim=60 | level3-crit=0 | level3-defense=0 | level3-mobility=12 | level3-will=0 &lt;br /&gt;
| level4-damage=3 | level4-hp=4 | level4-aim=60 | level4-crit=0 | level4-defense=0 | level4-mobility=12 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Hardened (Long War)}} | {{Overload (Long War)}} | {{Repair (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 30 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 45 || - || - || - || - || +0.2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || +0.4 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +4 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Holo-Targeting (Long War) }} || 90% || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +1 || +4 || - || - || +4 || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || {{ Holo-Targeting (Long War) }} || 1 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || - || - || - || 2 || Tracker Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +2 || +2 || - || - || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || -  || - || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || - || - || - || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +3 || +15 || +15 || - || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Absorption Fields (Long War) }} || 8 || Battle Drone&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +30 || +10 || - || {{ Light Em Up (Long War) }} || 9 || Atlas Drone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Harassment Units==&lt;br /&gt;
Harassment units are generally not a major threat on their own, but can quickly make a mixed engagement go from bad to worse. Their special abilities can greatly impair XCOM&#039;s ability to perform on the field. This can be countered with advanced tech options or specialized tactics.&lt;br /&gt;
&lt;br /&gt;
===Thin Man===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=28&lt;br /&gt;
|appears2=28&lt;br /&gt;
|picture=[[File:Thin_Man_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 7&lt;br /&gt;
|hp=5 - 22&lt;br /&gt;
|aim=60 - 95&lt;br /&gt;
|crit=4 - 34&lt;br /&gt;
|defense=0 - 35&lt;br /&gt;
|move=14 - 19&lt;br /&gt;
|will=25 - 55&lt;br /&gt;
|regen=0 - 8&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Thin Men&#039;&#039;&#039; are quite similar to vanilla, with high mobility, mediocre aim and low will. The main change is that their poison has been replaced with acid, which lowers aim (flat -20%) and mobility (-25%) as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc. will all cause an affected unit to take 1 damage. A unit that goes on overwatch will take the damage when they go on overwatch, not when they fire. Hunkering down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds dissipate within 2 turns and the acid debuff lasts 2-5 turns. Robotic units and soldiers with Medikits or sealed armor are immune to the mobility effects of acid and won&#039;t take damage from actions, but will still take more damage from attacks and have reduced aim while affected by acid.&lt;br /&gt;
&lt;br /&gt;
A Level 9 Thin Man, the Typhon, can appear in a scripted encounter in Furies without the prerequisite Alien Research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Thin Men carry Alien Carbines (with the standard dead-man switch) and leave corpses. These can be spent on the &#039;&#039;Improved Medikit&#039;&#039; Foundry project (10x) after completing an autopsy (10x). The Thin Man interrogation gives a 25% research credit towards laser weaponry.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=5 | level1-hp=5 | level1-aim=60 | level1-crit=4 | level1-defense=0 | level1-mobility=14 | level1-will=25 &lt;br /&gt;
| level2-damage=5 | level2-hp=5 | level2-aim=70 | level2-crit=4 | level2-defense=0 | level2-mobility=14 | level2-will=25 &lt;br /&gt;
| level3-damage=5 | level3-hp=5 | level3-aim=75 | level3-crit=4 | level3-defense=0 | level3-mobility=14 | level3-will=35 &lt;br /&gt;
| level4-damage=5 | level4-hp=5 | level4-aim=75 | level4-crit=4 | level4-defense=0 | level4-mobility=14 | level4-will=50 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Acid Spit (Long War)}} | {{Leap (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)|{{Adaptive Bone Marrow (Long War)}}from 240 AR|{{Low Profile (Long War)}}from 400 AR}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || - || - || {{ Sprinter (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Damn Good Ground (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +2 || - || {{ Executioner (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || - || - || {{ Lightning Reflexes (Long War) }} || 15% || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || +5 || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || +5 || +5 || - || +3 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || - || - || - || - || - || - || - || - || - || {{ Low Profile (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 550 || - || -4 || +5 || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +5 || +5 || - || +3 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || +5 || - || - || - || - || - || - || {{ Deadeye (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +5 || +5 || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +6 || +5 || +5 || - || +10 || +1 || +3 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || - || +4 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +5 || +4 || {{ Sharpshooter (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || - || +4 || {{ Bombard (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || - || - || {{ Squadsight (Long War) }} || 4 || Thin Man Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || - || +5 || {{ Rapid Reaction (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || +5 || {{ Sprinter (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +1 || +10 || +6 || {{ Lightning Reflexes (Long War) }} || 7 || Sidewinder&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +2 || +5 || +10 || +7 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Typhon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Seeker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=56&lt;br /&gt;
||appears2=56&lt;br /&gt;
|picture=[[File:Seeker_(EU2012).png|128px]]&lt;br /&gt;
|damage=2 - 5&lt;br /&gt;
|hp=4 - 15&lt;br /&gt;
|aim=55 - 71&lt;br /&gt;
|crit=0&lt;br /&gt;
|dr=2 - 5&lt;br /&gt;
|defense=0 - 20&lt;br /&gt;
|move=16 - 25&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Seekers&#039;&#039;&#039; can be found both in pods made up entirely of Seekers, and accompanying pods of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Seekers have had the shackles taken off their AI, and will happily decloak and Strangle 4 of your soldiers at once. As mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Seekers only cause 1 initial damage when strangling, but this damage doubles every turn they remain attached, so quickly knocking a Seeker off will result in minimal damage, but if left it will cause massive damage in 3-4 turns.&lt;br /&gt;
&lt;br /&gt;
Battle Scanners are available to Engineers and Scouts as carried items in Long War, giving an early counter to Seekers. They have a habit of going into overwatch while in stealth, so if you&#039;re waiting out Seekers without a Battle Scanner, try moving a soldier, one might reveal itself to take a pot shot at you. Ground-hugging Seekers can also be &#039;detected&#039; by scanning for seemingly empty tiles that cannot be moved into; any explosive/area effect attacks (bar the MEC Flamethrower; Seekers are fireproof - though an &#039;IMMUNE&#039; popup will still appear) that catch an invisible Seeker in their area will force them to decloak.&lt;br /&gt;
&lt;br /&gt;
If Seekers have no valid targets for their strangulation attack (as MECs and SHIVs are immune, and several armors and items grant immunity also), they will most often go into overwatch (which will not decloak them until they have fired), or attempt to flank soldiers in cover and try to score a critical hit with their plasma gun. A Seeker who does not cloak on pod activation will usually try for this approach. Like Sectoids, Seekers possess the &#039;&#039;Gunslinger&#039;&#039; perk and suffer no range penalties for their plasma shots, but do not deal extra damage from base. In terror missions, they prefer to hunt down any remaining civilians if all XCOM units are immune; if a Seeker is the last enemy active on a Terror mission, focus on rescuing the civilians. Once the Seeker has no civilian targets remaining, its AI will switch to focusing on XCOM instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; As robotic units, Seekers cannot be captured. Upon destruction, they leave wrecks, which are needed for autopsy (5) and &#039;&#039;UFO Countermeasures&#039;&#039; Foundry project (10).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=2 | level1-hp=4 | level1-aim=55 | level1-crit=0 | level1-defense=0 | level1-mobility=16 | level1-will=0 &lt;br /&gt;
| level2-damage=2 | level2-hp=4 | level2-aim=60 | level2-crit=0 | level2-defense=0 | level2-mobility=16 | level2-will=0 &lt;br /&gt;
| level3-damage=2 | level3-hp=4 | level3-aim=65 | level3-crit=0 | level3-defense=0 | level3-mobility=16 | level3-will=0 &lt;br /&gt;
| level4-damage=2 | level4-hp=5 | level4-aim=65 | level4-crit=0 | level4-defense=0 | level4-mobility=16 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Gunslinger (Long War)}} | {{Strangle (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 67% || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || - || +1 || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || +2 || - || +1 || +5 || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || - || - || - || - || +5 || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || +2 || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +3 || +2 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +6 || - || +1 || +5 || +3 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || {{ Unlimited Cloak (Long War) }} || 1 || Stalker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +3 || +2 || - || {{ Holo-Targeting (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +3 || +2 || - || {{ Rapid Reaction (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +5 || +2 || - || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +5 || +2 || - || {{ Platform Stability (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +5 || +2 || - || {{ Damage Control (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +10 || +2 || - || {{ Close Encounters (Long War) }} || 7 || Wraith&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +10 || +2 || - || {{ Combined Arms (Long War) }} || 9 || Hydra&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Combat Units==&lt;br /&gt;
Combat units often appear in large groups. They present substantial threat to XCOM forces.&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Outsider (EU2012).jpg|128px]]&lt;br /&gt;
|damage=6 - 10&lt;br /&gt;
|hp=10 - 23&lt;br /&gt;
|aim=65 - 95&lt;br /&gt;
|crit=4 - 22&lt;br /&gt;
|dr=0 - 3&lt;br /&gt;
|defense=0 - 15&lt;br /&gt;
|move=12 - 17&lt;br /&gt;
|will=115 - 150&lt;br /&gt;
|regen=3 - 7&lt;br /&gt;
}}&lt;br /&gt;
Long War &#039;&#039;&#039;Outsiders&#039;&#039;&#039; are enormously more dangerous than vanilla Outsiders. They start with 10 HP and 3 HP regeneration per turn, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, usually holed up on the bridge, but not always. In Long War, they will occasionally patrol. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage. On larger UFOs Outsiders spawn in larger groups than in vanilla. On larger ships and later encounters, Outsiders spawn in pods of 3 to 6.&lt;br /&gt;
&lt;br /&gt;
When you first meet them, fighting Outsiders in a war of attrition across cover is a bad idea, since their HP regen and relatively high damage and accuracy with their Alien Carbines means they may well win. Neutralizing the Outsider with Flashbangs and &#039;&#039;Suppression&#039;&#039; while you move your troops up to set up for a one turn kill is more effective. Note that their regenerative abilities will increase over the course of your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Outsiders captured alive grant Outsider Shards, which can be fashioned into Skeleton Keys. These are essential for initiating Base Assault missions, a requirement for ending the game. They also carry Alien Carbines. Killed Outsiders provide nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The bonus regen column includes the bonus conferred by &#039;&#039;Adaptive Bone Marrow&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=6 | level1-hp=10 | level1-aim=65 | level1-crit=4 | level1-defense=0 | level1-mobility=12 | level1-will=100 &lt;br /&gt;
| level2-damage=6 | level2-hp=10 | level2-aim=75 | level2-crit=4 | level2-defense=0 | level2-mobility=12 | level2-will=100 &lt;br /&gt;
| level3-damage=6 | level3-hp=10 | level3-aim=85 | level3-crit=4 | level3-defense=0 | level3-mobility=12 | level3-will=110 &lt;br /&gt;
| level4-damage=7 | level4-hp=10 | level4-aim=85 | level4-crit=4 | level4-defense=0 | level4-mobility=12 | level4-will=125 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Suppression (Long War)}} | {{Muscle Fiber Density (Long War)}} | {{Adaptive Bone Marrow (Long War)}} }}&lt;br /&gt;
| perks2={{Neural Damping (Long War)}}from 600 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +15 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || +4 || - || - || +5 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +3 || +4 || +4 || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +3 || +4 || - || +1 || +2 || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || - || +4 || +4 || - || +2 || +1 || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +4 || - || - || +2 || - || +5 || - || {{ Neural Damping (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 750 || +1 || +1 || - || - || - || +2 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +10 || +10 || +1 || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || +5 || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || - || +10 || {{ Opportunist (Long War) }} || 2 || Outsider Engineer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || +10 || {{ Lightning Reflexes (Long War) }} || 3 || Outsider Navigator&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || - || +5 || +10 || {{ Ready For Anything (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +10 || +5 || +10 || {{ Close Combat Specialist (Long War) }} || 5 || Outsider Captain&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || - || +5 || +10 || {{ Sentinel (Long War) }} || 6 || Outsider Commander&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || - || - || - || +10 || {{ Damage Control (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +20 || - || +10 || {{ Combined Arms (Long War) }} || 9 || Outsider Overlord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=28&lt;br /&gt;
|appears2=28&lt;br /&gt;
|picture=[[File:Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=5 - 8&lt;br /&gt;
|hp=5 - 16&lt;br /&gt;
|aim=55 - 80&lt;br /&gt;
|crit=4 - 9&lt;br /&gt;
|defense=-5 - 11&lt;br /&gt;
|move=12 - 20&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=20 - 44&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Floaters&#039;&#039;&#039; behave identically to vanilla Floaters. Floater pod leaders often gain the &#039;&#039;Damn Good Ground&#039;&#039; perk (+10 Aim and +10 Defense against anything you have height advantage on), which, given their ability to fly, makes them significantly more dangerous than regular Floaters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Floaters leave corpses (10-autopsy, 30-&#039;&#039;Armored Fighters&#039;&#039;, 25-&#039;&#039;Shaped Armor&#039;&#039;, 3-Uplink Targeting (Aim)) and carry Alien Carbines. Floater interrogation provides aerospace research credit.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=5 | level1-hp=5 | level1-aim=55 | level1-crit=4 | level1-defense=-5 | level1-mobility=12 | level1-will=20 &lt;br /&gt;
| level2-damage=5 | level2-hp=5 | level2-aim=60 | level2-crit=4 | level2-defense=-5 | level2-mobility=13 | level2-will=20 &lt;br /&gt;
| level3-damage=5 | level3-hp=6 | level3-aim=65 | level3-crit=4 | level3-defense=0 | level3-mobility=13 | level3-will=30 &lt;br /&gt;
| level4-damage=5 | level4-hp=6 | level4-aim=65 | level4-crit=4 | level4-defense=0 | level4-mobility=13 | level4-will=45 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Flight (Long War)}} | {{Launch (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || - || - || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 60 || - || +1 || +4 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 75 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 90 || - || - || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || - || - || - || - || - || +2 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || +5 || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 210 || - || - || +4 || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +5 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || - || - || - || - || +2 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || +1 || - || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 570 || - || - || - || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 690 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || - || +5 || +5 || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +4 || +1 || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || +4 || +2 || {{ Covering Fire (Long War) }} || 1 || Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || +2 || {{ Danger Zone (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || +2 || +2 || {{ Sprinter (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +4 || +2 || {{ Close Combat Specialist (Long War) }} || 4 || Floater Raider&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +1 || - || +2 || {{ Damn Good Ground (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +4 || +2 || {{ Mayhem (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || +8 || +2 || {{ Ready For Anything (Long War) }} || 7 || Floater Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +5 || +15 || +6 || {{ Aggression (Long War) }} {{ Repair Servos (Long War) }} {{ Tactical Sense (Long War) }} || 8 || Great Reaver&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +5 || +2 || {{ Combined Arms (Long War) }} || 9 || Reaver Lord&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chryssalid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears2=0&lt;br /&gt;
|picture=[[File:Chryssalid_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 12&lt;br /&gt;
|hp=8 - 20&lt;br /&gt;
|aim=0&lt;br /&gt;
|crit=25&lt;br /&gt;
|defense=10 - 35&lt;br /&gt;
|move=20 - 27&lt;br /&gt;
|will=50 - 70&lt;br /&gt;
|regen=0 - 7&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chryssalids&#039;&#039;&#039; are similar to vanilla Chryssalids. A big difference is that Chryssalid pod leaders can have &#039;&#039;Lightning Reflexes&#039;&#039;, which can seriously reduce the amount of damage a charging Chryssalid pod will take from overwatch fire since the pod leader moves first, and is thus the most likely to trigger overwatch fire depending on positioning. Like Thin Men, the Chryssalid&#039;s claw poison has been replaced with acid.&lt;br /&gt;
&lt;br /&gt;
AP/HE grenades are an effective early counter to Chryssalids, since they&#039;ll frequently charge in a tightly packed group on first sight, and the grenades will do full damage since Chryssalids don&#039;t benefit from cover. Similarly, Flashbangs can debilitate a whole group of Chryssalids by reducing their move by 40%, which brings it considerably under the range a Flashbang can be thrown. Chryssalids are immune to acid, so Chem Grenades won&#039;t reduce their mobility. Taking out the Chryssalid leader will make reaction fire effective against them; a &#039;&#039;Close Combat&#039;&#039; Assault can frequently finish off leaderless Chryssalids. The MEC Flamethrower is also quite effective; aside from the damage (especially with the &#039;&#039;Jellied Elerium&#039;&#039; upgrade) it can cause the Chryssalids to panic, and they may then run away from your soldiers instead of towards them.&lt;br /&gt;
&lt;br /&gt;
Chryssalids on a terror mission will always spawn Zombies from civilians they kill off-screen - normally, this only occurred on higher difficulties in vanilla. As such, expect to have to deal with many additional Zombies during Terror missions that focus on the deployment of Chryssalids. Additionally, Chryssalid pods may occasionally contain a number of Zombie units regardless of the mission type.&lt;br /&gt;
&lt;br /&gt;
Some Chryssalid pod leaders may be particularly large. Beware, as these monsters often have upwards of 40-50 health on top of the fact they are escorted by several more Chryssalids and have augmented damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; 5 Chryssalid Carcasses are needed for autopsy, 10 for Chitin Plating.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=8 | level1-hp=8 | level1-aim=- | level1-crit=25 | level1-defense=10 | level1-mobility=20 | level1-will=50 &lt;br /&gt;
| level2-damage=8 | level2-hp=8 | level2-aim=- | level2-crit=25 | level2-defense=10 | level2-mobility=20 | level2-will=50 &lt;br /&gt;
| level3-damage=8 | level3-hp=8 | level3-aim=- | level3-crit=25 | level3-defense=10 | level3-mobility=20 | level3-will=60 &lt;br /&gt;
| level4-damage=9 | level4-hp=8 | level4-aim=- | level4-crit=25 | level4-defense=10 | level4-mobility=20 | level4-will=75 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Hardened (Long War)}} | {{Implant (Long War)}} | {{Leap (Long War)}} | {{Melee (Long War)}} | {{Stun Immune (Long War)}} }}&lt;br /&gt;
| perks2={{Adaptive Bone Marrow (Long War)}}from 180 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || - || - || - || +10 || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 150 || +1 || +1 || - || - || - || - || - || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 180 || - || +1 || - || - || - || - || - || +2 || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +2 || - || - || - || +5 || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || - || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 550 || - || +1 || - || - || - || +5 || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 650 || +1 || +1 || - || - || - || - || +1 || +2 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 725 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || - || - || - || +5 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || - || - || - || +5 || +2 || +2 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || +1 || +2 || - || +5 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || +1 || +1 || - || +5 || {{ Lightning Reflexes (Long War) }} || 2 || Chryssalid Warrior&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || - || +5 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +1 || - || +5 || {{ Sprinter (Long War) }} || 4 || Chryssalid Charger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +2 || - || +5 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || +1 || +1 || - || +5 || {{ Shock Absorbent Armor (Long War) }} || 6 || Hive Queen&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || - || +5 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +10 || - || +5 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +20 || - || +5 || {{ Resilience (Long War) }} || 9 || Greater Hive Queen&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Zombie===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Zombie_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 15&lt;br /&gt;
|hp=12 - 23&lt;br /&gt;
|aim=0&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=0&lt;br /&gt;
|move=9 - 16&lt;br /&gt;
|will=120&lt;br /&gt;
|regen=0 - 2&lt;br /&gt;
}}&lt;br /&gt;
Not even &#039;&#039;&#039;Zombies&#039;&#039;&#039; are immune to getting tweaked in Long War - at first, they become faster, and later tougher, whilst their melee damage steadily ramps up over time. They can occasionally spawn as a member of Chryssalid pods on any mission, and it is also be possible to encounter them as a special pod spawn during Terror missions, in which four to five identical zombies will spawn in a group. Unlike regular Zombies, the members of this Zombie &amp;quot;pack&amp;quot; do not seem to spawn Chryssalids if left to their own devices for too long.&lt;br /&gt;
&lt;br /&gt;
Zombies that have been spawned through a victim implanted by a Chryssalid will spawn a &amp;quot;baby&amp;quot; Chryssalid after two turns, easily recognized by their slightly pink skin color. This Chryssalid variant will have the same stats as an adult Chryssalid and can both move and attack during the turn it emerges. It will furthermore always emerge at full health regardless of how much damage the Zombie has taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=7 | level1-hp=12 | level1-aim=- | level1-crit=0 | level1-defense=0 | level1-mobility=9 | level1-will=120 &lt;br /&gt;
| level2-damage=7 | level2-hp=12 | level2-aim=- | level2-crit=0 | level2-defense=0 | level2-mobility=9 | level2-will=120 &lt;br /&gt;
| level3-damage=7 | level3-hp=15 | level3-aim=- | level3-crit=0 | level3-defense=0 | level3-mobility=9 | level3-will=130 &lt;br /&gt;
| level4-damage=8 | level4-hp=15 | level4-aim=- | level4-crit=0 | level4-defense=0 | level4-mobility=9 | level4-will=140 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Acidic (Long War)}} | {{Chryssalid Spawn (Long War)}} | {{Melee (Long War)}} | {{Stun Immune (Long War)}} }}&lt;br /&gt;
| perks2={{Adaptive Bone Marrow (Long War)}}from 450 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || +1 || - || - || - || - || - || +2 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +1 || - || - || - || - || +1 || - || - || - || - || - &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Muton===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=56&lt;br /&gt;
|appears2=84&lt;br /&gt;
|picture=[[File:Muton_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=8 - 22&lt;br /&gt;
|aim=60 - 82&lt;br /&gt;
|crit=4 - 6&lt;br /&gt;
|defense=10 - 33&lt;br /&gt;
|move=12&lt;br /&gt;
|will=30 - 60&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mutons&#039;&#039;&#039; are similar to vanilla Mutons, and will start with Alien Carbines and later upgrade to Alien Rifles. Muton pod leaders have significantly more HP than regular Mutons, as well as a number of overwatch enhancing perks. Before 105 days of alien research, Mutons use Alien Carbines, which modifies their base damage and aim to be 6 and 76 respectively. Muton grenades also have a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards&#039;&#039;: Either Alien Carbine or Alien Rifle when captured, and also Alien Grenade if &#039;&#039;Alien Grenades&#039;&#039; Foundry project isn&#039;t completed. Muton Corpses are required for autopsy (10) and &#039;&#039;Ammo Conservation&#039;&#039; Foundry project (20). The Muton interrogation gives a 25% research credit towards gauss weaponry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note&#039;&#039;: Values tagged with an asterisk(*) are only unlocked on regular aliens during later stages of the war.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=6 -&amp;gt; 8* | level1-hp=8 | level1-aim=66 -&amp;gt; 60* | level1-crit=4 | level1-defense=10 | level1-mobility=12 | level1-will=30 &lt;br /&gt;
| level2-damage=6 -&amp;gt; 8* | level2-hp=8 | level2-aim=71 -&amp;gt; 65* | level2-crit=4 | level2-defense=10 | level2-mobility=12 | level2-will=30 &lt;br /&gt;
| level3-damage=6 -&amp;gt; 8* | level3-hp=10 | level3-aim=76 -&amp;gt; 70* | level3-crit=4 | level3-defense=10 | level3-mobility=12 | level3-will=40 &lt;br /&gt;
| level4-damage=7 -&amp;gt; 9* | level4-hp=10 | level4-aim=76 -&amp;gt; 70*  | level4-crit=4 | level4-defense=10 | level4-mobility=12 | level4-will=55 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Blood Call (Long War)}} | {{Intimidate (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039; After 105 days of alien research.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || - || +2 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 15% || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 90 || - || +1 || +2 || - || - || - || - || +5 || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || - || - || - || - || - || {{ Hyper-Reactive Pupils (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 150 || - || - || - || - || - || - || - || - || - || {{ Depth Perception (Long War) }} || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 210 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 510 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || +2 || +2 || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 650 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || +2 || - || - || +2 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +1 || +2 || - || - || +3 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +3 || +5 || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +3 || {{ Covering Fire (Long War) }} || 1 || Muton Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +1 || +2 || +3 || {{ HEAT Warheads (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || +3 || {{ Bombard (Long War) }} || 4 || Muton Grenadier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +2 || +2 || +4 || {{ Fortiores Una (Long War) }} {{ Will To Survive (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +2 || +4 || {{ Sentinel (Long War) }} || 6 || Muton Sentinel&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +2 || +10 || +4 || +8 || {{ Light Em Up (Long War) }} {{ Tandem Warheads (Long War) }} || 7 || Muton Centurion&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +2 || +5 || +10 || +10 || {{ Aggression (Long War) }} {{ Tactical Sense (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || +5 || +5 || {{ Combined Arms (Long War) }} || 9 || Sargon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialist Units==&lt;br /&gt;
These units are all significantly more dangerous than those listed in the combat section. Their abilities are designed to exploit specific weaknesses in the XCOM squad, but in turn, each of them has their own glaring weakness that can be exploited. For example, a single Berserker can effortlessly savage a smoke and suppression based squad composition, but will crumble to a well-placed chem grenade.&lt;br /&gt;
&lt;br /&gt;
===Cyberdisc===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=112&lt;br /&gt;
|appears2=84&lt;br /&gt;
|picture=[[File:Cyberdisc_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=9 - 14&lt;br /&gt;
|hp=18 - 32&lt;br /&gt;
|aim = 60 - 74&lt;br /&gt;
|crit=8 - 18&lt;br /&gt;
|dr=2 - 6&lt;br /&gt;
|defense=0&lt;br /&gt;
|move=18 - 22&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cyberdiscs&#039;&#039;&#039; are similar to vanilla Cyberdiscs; even their deployment behavior is largely unchanged. They get the &#039;&#039;Automated Threat Assessment&#039;&#039; perk, which given their habit of immediately going on overwatch when seen will often give them extra defense at least for the first turn. Cyberdiscs are usually accompanied by two to three Drones, and usually prefer to throw their grenade if an eligible soldier is in range rather than shooting. This grenade has a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
Cyberdiscs pose a significant threat throughout the game. Early on their high health pool makes them difficult to kill unless you have more than one soldier with &#039;&#039;HEAT Ammo/Warheads&#039;&#039;, or a soldier with Shredder Ammo/Rockets. Their movement range can take you off guard as it&#039;s close to that of a Chryssalid; if they&#039;re not dealt with quickly or retreated from, they are very likely to flank and hit you with raw firepower, move up next to you and use their powerful &#039;&#039;Death Blossom&#039;&#039; attack, or simply fire long-range explosives at you.&lt;br /&gt;
&lt;br /&gt;
The Drones escorting a Cyberdisc are of course more dangerous as well (see the main Drone entry), primarily because they can tag a target with &#039;&#039;Holo-Targeting&#039;&#039;, making it easier for the parent Cyberdisc (and any other enemies, for that matter) to hit the victim. Drones can be distracted by damaging the Cyberdisc (in which case they will fly back to repair it) but this is hardly an ideal strategy.&lt;br /&gt;
&lt;br /&gt;
One important note about the Cyberdisc is that they only have the &#039;&#039;Hardened&#039;&#039; trait as long as they&#039;re closed. A Cyberdisc must open up in order to attack with its cannons or grenade, and will immediately return to closed form if hit by an incoming attack. A Cyberdisc that overwatches can often be hit when open twice, by shooting it, then drawing out its overwatch with a Scout, causing it to reopen for a second shot.&lt;br /&gt;
&lt;br /&gt;
In close range, Cyberdiscs explode for damage upon death, a trait that can be used against the aliens in tight packed groups. The Long War mod has also made efforts to better calculate the discs &#039;&#039;Death Blossom&#039;&#039;, so be cautious not to engage too closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Cyberdisc Wrecks are needed for autopsy (3), several Foundry projects (10), and Defensive Matrix (Dodge) (2).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=9 | level1-hp=18 | level1-aim=60 | level1-crit=8 | level1-defense=0 | level1-mobility=18 | level1-will=0 &lt;br /&gt;
| level2-damage=9 | level2-hp=18 | level2-aim=65 | level2-crit=8 | level2-defense=0 | level2-mobility=18 | level2-will=0 &lt;br /&gt;
| level3-damage=9 | level3-hp=18 | level3-aim=70 | level3-crit=8 | level3-defense=0 | level3-mobility=18 | level3-will=0 &lt;br /&gt;
| level4-damage=10 | level4-hp=21 | level4-aim=70 | level4-crit=8 | level4-defense=0 | level4-mobility=18 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Automated Threat Assessment (Long War)}} | {{Bombard (Long War)}} | {{Death Blossom (Long War)}} | {{Death Explosion (Long War)}} | {{Flight (Long War)}} | {{Hardened (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 0 || - || - || - || - || +2 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || - || - || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +4 || - || - || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +1 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 720 || +1 || +1 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || - || +3 || +5 || +5 || +1 || - || +1 || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || - || - || - || 1 || Cyberdisk Gunship&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || - || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || - || - || {{ Damage Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || - || {{ HEAT Ammo (Long War) }} {{ Repair Servos (Long War) }} || 4 || Cyberdisc Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || - || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 300 || - || +2 || +2 || - || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 300 || - || +3 || +2 || - || {{ Light Em Up (Long War) }} || 7 || Gunstar&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Squadsight (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +15 || +5 || - || {{ Combined Arms (Long War) }} {{ HEAT Warheads (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Dreadnought&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechtoid===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=140&lt;br /&gt;
|appears2=140&lt;br /&gt;
|picture=[[File:Mechtoid_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 11&lt;br /&gt;
|hp=25 - 39&lt;br /&gt;
|shield=6 - 13&lt;br /&gt;
|aim=65 - 85&lt;br /&gt;
|crit=8 - 12&lt;br /&gt;
|dr=2 - 4&lt;br /&gt;
|defense=0 - 8&lt;br /&gt;
|move=14 - 16&lt;br /&gt;
|will=40 - 64&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mechtoids&#039;&#039;&#039; behave identically to vanilla Mechtoids. Like vanilla, they will appear with Sectoid escorts, and later with Sectoid Commanders.&lt;br /&gt;
&lt;br /&gt;
Mechtoids are one of the few &amp;quot;big&amp;quot; units vulnerable to psionics - &#039;&#039;Mind Fray&#039;&#039; will restrict their movement and prevent them from charging to flank as well as reducing their accuracy. &#039;&#039;Psi Panic&#039;&#039; will completely disable a Mechtoid. Their Will is a little higher than regular troops, but not stellar, so are excellent targets for psionics anyway due to the large amount of firepower a successful psionic attack will neutralize. Chem Grenades will hurt their accuracy a bit.&lt;br /&gt;
&lt;br /&gt;
The Psi Shield granted to Mechtoids by &#039;&#039;Mind Merge&#039;&#039; also grants a significant amount of extra Damage Reduction on top of the added temporary health. As a result, it is absolutely essential that you find and kill the Sectoid that set up the link (helpfully indicated by the purple streams) and eliminate them.&lt;br /&gt;
&lt;br /&gt;
While Mechtoids do not explode for damage, a Mechtoid that falls backwards in a fight it will crush cover it lands on. Be careful not to destroy your own cover in close quarters combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Mechtoid Cores are required for autopsy (3), &#039;&#039;Advanced Servomotors&#039;&#039; Foundry project (8), and Psi Screen device (1).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=8 | level1-hp=25 | level1-shield=6 | level1-aim=65 | level1-crit=8 | level1-defense=0 | level1-mobility=14 | level1-will=40 &lt;br /&gt;
| level2-damage=8 | level2-hp=25 | level2-shield=6 | level2-aim=70 | level2-crit=8 | level2-defense=0 | level2-mobility=14 | level2-will=40 &lt;br /&gt;
| level3-damage=8 | level3-hp=27 | level3-shield=6 | level3-aim=75 | level3-crit=8 | level3-defense=0 | level3-mobility=14 | level3-will=50 &lt;br /&gt;
| level4-damage=11 | level4-hp=30 | level4-shield=6 | level4-aim=75 | level4-crit=8 | level4-defense=0 | level4-mobility=14 | level4-will=60 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Combined Arms (Long War)}} | {{Hardened (Long War)}} | {{Light Em Up (Long War)}} | {{Robotic (Long War)}} | {{Psi Shield (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;9%&amp;quot; |{{Health (Long War)}} Shield HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || +2 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || - || +2 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +1 || +4 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +3 || - || +4 || +4 || - || +4 || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +3 || +1 || +4 || - || - || - || +1 || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || - || +4 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +3 || +3 || +8 || - || +1 || - || - || +3 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +1 || +2 || +3 || {{ Executioner (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +3 || {{ Platform Stability (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +1 || +2 || +3 || {{ Advanced Fire Control (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +2 || +2 || +3 || {{ Shock Absorbent Armor (Long War) }} || 4 || Vulcan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || +3 || {{ Repair Servos (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || +1 || +2 || +2 || +3 || {{ Rapid Reaction (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +2 || +10 || +2 || +3 || {{ Absorption Fields (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Leviathan Mechtoid&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ HEAT Ammo (Long War) }} {{ Squadsight (Long War) }} || 9 || Colossus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=168&lt;br /&gt;
|appears2=140&lt;br /&gt;
|picture=[[File:Berserker_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 20&lt;br /&gt;
|hp=20 - 44&lt;br /&gt;
|aim=0&lt;br /&gt;
|crit=33&lt;br /&gt;
|defense=20 - 30&lt;br /&gt;
|move=17 - 23&lt;br /&gt;
|will=80 - 110&lt;br /&gt;
|regen=0 - 7&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Berserkers&#039;&#039;&#039; can also be Pod Leaders, meaning the first Berserkers you see could have terrifying amounts of health.&lt;br /&gt;
&lt;br /&gt;
Like Chryssalids, anything you can do to slow down a Berserker will greatly reduce its threat. Flashbanging a Berserker will reduce its half-movement range to well below flashbang throw range, so is a good way to neutralize a Berserker you&#039;re not ready to kill. It will also reduce its movement from &#039;&#039;Bloodlust&#039;&#039;, so you can also shoot a couple of times after flashbanging (but don&#039;t go overboard). Another good piece of equipment to use against them are Chem Grenades, not only does it reduce their damage reduction and limit their movement, but it also deals damage to them each time they move after being shot.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s possible to have multiple soldiers with &#039;&#039;Rift&#039;&#039; outside of the Temple Ship, using their aggression against them to make them wander in and out of the &#039;&#039;Psionic Storm&#039;&#039; will make quick work of them, if you can set up the situation. With a few other AoE attacks, a cluster of them becomes a comedic slaughter: excellent payback for all the times they will crush your soldiers under their fists.&lt;br /&gt;
&lt;br /&gt;
Two well placed &#039;&#039;Close Combat Specialist&#039;&#039; Assaults (optionally with Shredder Ammo) can also quickly make short work of even a group of Berserkers while a grenade or rocket makes them to run all at once towards the CCS trap. Beware of low ammunition shotguns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Berserkers don&#039;t carry a weapon. Their corpses are needed for autopsy (5), &#039;&#039;MEC Close Combat&#039;&#039; (8), and Combat Stims (1).  Interrogating a Berserker gives a 25% research credit towards all armor technologies.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=20 | level1-aim=50 | level1-crit=33 | level1-defense=20 | level1-mobility=17 | level1-will=80 &lt;br /&gt;
| level2-damage=10 | level2-hp=20 | level2-aim=55 | level2-crit=33 | level2-defense=20 | level2-mobility=17 | level2-will=80 &lt;br /&gt;
| level3-damage=10 | level3-hp=22 | level3-aim=60 | level3-crit=33 | level3-defense=20 | level3-mobility=17 | level3-will=90 &lt;br /&gt;
| level4-damage=12 | level4-hp=25 | level4-aim=60 | level4-crit=33 | level4-defense=20 | level4-mobility=17 | level4-will=105 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Bloodlust (Long War)}} | {{Bull Rush (Long War)}} | {{Intimidate (Long War)}} | {{Hardened (Long War)}} | {{Muscle Fiber Density (Long War)}} | {{Melee (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +1 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 330 || - || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || - || - || - || - || +2 || +3 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || +1 || +2 || - || - || - || +5 || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +1 || +2 || - || - || - || - || - || +3 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +2 || +5 || - || - || - || - || +2 || +3 || +3 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || - || +3 || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +2 || - || +3 || {{ Shock Absorbent Armor (Long War) }} || 2 || Behemoth&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || +1 || +2 || - || +3 || {{ Adaptive Bone Marrow (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +2 || - || +3 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +2 || - || +3 || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +2 || - || +3 || {{ Sprinter (Long War) }} || 6 || Juggernaut&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 280 || +1 || +5 || - || +3 || - || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +5 || - || +3 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +15 || - || +3 || {{ Lightning Reflexes (Long War) }} {{ Tactical Sense (Long War) }} || 9 || Mongo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectoid Commander===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=196&lt;br /&gt;
|appears2=196&lt;br /&gt;
|picture=[[File:Sectoid Commander 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=4 - 10&lt;br /&gt;
|hp=15 - 36&lt;br /&gt;
|aim=55&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=20 - 39&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
|will=90 - 200&lt;br /&gt;
|regen=1 - 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Sectoid Commanders&#039;&#039;&#039; represent a substantial step up from their first-month brethren, and carry new psionic abilities as well as better statistics. Sectoid Commanders can use &#039;&#039;Mind Control&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Just like basic Sectoids, Sectoid Commanders carry Alien Pistols. Besides the autopsy (5), five of their corpses are needed for Mind Shield. Their interrogation provides 25% research credit towards psionic research and &#039;&#039;Psi Warfare Systems&#039;&#039; Foundry project.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=4 | level1-hp=15 | level1-aim=55 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=90 &lt;br /&gt;
| level2-damage=4 | level2-hp=15 | level2-aim=60 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=90 &lt;br /&gt;
| level3-damage=4 | level3-hp=15 | level3-aim=65 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=105 &lt;br /&gt;
| level4-damage=6 | level4-hp=15 | level4-aim=65 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=115 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Gunslinger (Long War)}} | {{Suppression (Long War)}} | {{Greater Mind Merge (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Panic (Long War)}} }}&lt;br /&gt;
| perks2={{Adaptive Bone Marrow (Long War)}}from 420 AR&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || +2 || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || - || - || - || - || - || - || +5 || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || +1 || +1 || - || - || - || - || - || - || - || - || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 270 || +1 || +3 || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 400 || +1 || - || - || - || - || - || - || +20 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 420 || +1 || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || - || - || +3 || - || +20 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 660 || +1 || +3 || - || - || - || +4 || - || +20 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 780 || - || +3 || - || - || - || +3 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || +4 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || +1 || +1 || - || +4 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || - || +4 || {{ Low Profile (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +2 || - || +4 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 300 || - || +1 || - || +4 || {{ Aggression (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 330 || +1 || +2 || - || +4 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || - || +4 || {{ Regen Biofield (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +5 || +5 || +10 || {{ Combined Arms (Long War) }} || 9 || Great Reticulan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Floater===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=224&lt;br /&gt;
|appears2=224&lt;br /&gt;
|picture=[[File:Heavy_Floater_1_(EU2012).png|128px]]&lt;br /&gt;
|damage=8 - 10&lt;br /&gt;
|hp=15 - 30&lt;br /&gt;
|aim=60 - 76&lt;br /&gt;
|crit=8 - 12&lt;br /&gt;
|dr=0 - 1&lt;br /&gt;
|defense=5 - 25&lt;br /&gt;
|move=12 - 14&lt;br /&gt;
|fuel=32&lt;br /&gt;
|will=25 - 41&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Heavy Floater&#039;&#039;&#039; is improvement over the original Floater. Unlike regular Floaters, Heavy Floaters can throw grenades, and with the &#039;&#039;Bombard&#039;&#039; perk, they can throw them very far. This grenade has a base damage of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Heavy Floaters carry Alien Rifles. The corpse is needed for autopsy (5), &#039;&#039;Advanced Flight&#039;&#039; (5), and &#039;&#039;Advanced Repair&#039;&#039; (4). Interrogation provides plasma technologies research bonus.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=8 | level1-hp=15 | level1-aim=60 | level1-crit=8 | level1-defense=5 | level1-mobility=12 | level1-will=25&lt;br /&gt;
| level2-damage=8 | level2-hp=15 | level2-aim=65 | level2-crit=8 | level2-defense=10 | level2-mobility=12 | level2-will=25 &lt;br /&gt;
| level3-damage=8 | level3-hp=15 | level3-aim=70 | level3-crit=8 | level3-defense=10 | level3-mobility=12 | level3-will=35&lt;br /&gt;
| level4-damage=10 | level4-hp=15 | level4-aim=70 | level4-crit=8 | level4-defense=10 | level4-mobility=13 | level4-will=50 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Bombard (Long War)}} | {{Flight (Long War)}} | {{Launch (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 0 || - || - || +3 || - || - || - || - || - || - || {{ Covering Fire (Long War) }} || 25% || Heavy Floater Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ Sapper (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 270 || - || +1 || +2 || - || - || - || - || - || - || {{ Danger Zone (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || - || - || {{ Shredder Ammo (Long War) }} || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 300 || - || - || - || - || - || - || - || +1 || - || {{ Depth Perception (Long War) }} || 50% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 360 || - || +1 || +3 || - || - || - || - || - || - || - || 25% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || +3 || - || - || +1 || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || +1 || +2 || - || - || - || - || - || - || {{ Mayhem (Long War) }} || 20% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || +2 || +4 || - || - || - || +1 || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +1 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || +2 || - || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +2 || +4 || +4 || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +2 || +4 || - || - || +4 || - || +2 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +2 || {{ Repair Servos (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +2 || +2 || {{ HEAT Ammo (Long War) }} || 2 || Heavy Floater Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +1 || +2 || +2 || {{ Close Encounters (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || - || +1 || +2 || +2 || - || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || +1 || +1 || +2 || +2 || {{ Tactical Sense (Long War) }} || 5 || Aircobra&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || +1 || +1 || +2 || +2 || {{ Damn Good Ground (Long War) }} || 6 || Warmaster&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || +1 || +2 || +2 || +2 || {{ Will To Survive (Long War) }} || 7 ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +3 || +3 || +5 || {{ Mayhem (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +2 || +3 || +8 || +5 || {{ Combined Arms (Long War) }} {{ Danger Zone (Long War) }} {{ Tandem Warheads (Long War) }} || 9 || Archon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Alpha Units==&lt;br /&gt;
These units present significant threat on their own. Except Muton Elites, who come in large groups late game, Sectopods and Ethereals appear either alone or in a group of two, accompanied by support units.&lt;br /&gt;
&lt;br /&gt;
===Muton Elite===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=252&lt;br /&gt;
|appears2=252&lt;br /&gt;
|picture=[[File:Elite_Muton_(EU2012).png|128px]]&lt;br /&gt;
|damage=10 - 12&lt;br /&gt;
|hp=20 - 40&lt;br /&gt;
|aim=70 - 86&lt;br /&gt;
|crit=0 - 4&lt;br /&gt;
|defense=20 - 40&lt;br /&gt;
|move=12 - 15&lt;br /&gt;
|will=40 - 85&lt;br /&gt;
|regen=0 - 5&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Muton Elites&#039;&#039;&#039; are similar-looking to Mutons, but with red armor.&lt;br /&gt;
&lt;br /&gt;
Care must be taken, because they have a lot of innate defense and &#039;&#039;Tactical Sense&#039;&#039;, as well as a lot of firepower at their disposal. Their heavy plasma weapons are both destructive and highly damaging, and even though they lose &#039;&#039;Intimidate&#039;&#039;, they still benefit from &#039;&#039;Blood Call&#039;&#039;. As they appear as pod leaders, a lot of their good perks trigger earlier than they actually appear in hordes, making Muton pods very dangerous.&lt;br /&gt;
&lt;br /&gt;
Their overwatch becomes lethal with &#039;&#039;Opportunist&#039;&#039;, &#039;&#039;Covering Fire&#039;&#039; and &#039;&#039;Sentinel&#039;&#039;, they can fire twice with &#039;&#039;Light&#039; Em Up&#039;&#039; and further with &#039;&#039;Squadsight&#039;&#039;, crit with &#039;&#039;Aggression&#039;&#039; and &#039;&#039;Bring &#039;Em On&#039;&#039; and respond to fire with &#039;&#039;Reactive Targeting Sensors&#039;&#039;. Watch out for &#039;&#039;Bombard&#039;&#039; grenades with &#039;&#039;HEAT Warheands&#039;&#039; and &#039;&#039;Tandem Warheads&#039;&#039; as well. An encounter with them can only be done without losses by using advanced Technology like MECS or Psionics or very good tactics, forcing the player to focus and speed up their research. &lt;br /&gt;
&lt;br /&gt;
Take care when using Psionics to attack them, as they gain high will and potentially &#039;&#039;Neural Damping&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Muton Elites are the only aliens carrying Alien Heavy Weapons. Their corpses are extremely useful, too, since 20 are needed for the extremely useful &#039;&#039;Tactical Rigging&#039;&#039;, and 5 for autopsy. Interrogating a Muton Elite gives a 25% research bonus to all weapon technologies and projects.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=20 | level1-aim=70 | level1-crit=0 | level1-defense=20 | level1-mobility=12 | level1-will=40 &lt;br /&gt;
| level2-damage=10 | level2-hp=20 | level2-aim=75 | level2-crit=0 | level2-defense=20 | level2-mobility=12 | level2-will=40 &lt;br /&gt;
| level3-damage=10 | level3-hp=20 | level3-aim=80 | level3-crit=0 | level3-defense=20 | level3-mobility=12 | level3-will=50 &lt;br /&gt;
| level4-damage=13 | level4-hp=20 | level4-aim=80 | level4-crit=0 | level4-defense=20 | level4-mobility=12 | level4-will=65 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Alien Grenade (Long War)}} | {{Bombard (Long War)}} | {{Suppression (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)| {{Hyper-Reactive Pupils (Long War)}}from 360 AR | {{Tandem Warheads (Long War)}}from 420 AR | {{Lock N Load (Long War)}}from 700 AR}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || - || {{ Grenadier (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || +2 || - || {{ Covering Fire (Long War) }} || 33% || Muton Elite Sentry&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || {{ HEAT Warheads (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || - || +5 || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 1 || - || +1 || - || - || - || - || - || - || - || - || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| 360 || - || - || - || - || - || - || - || +2 || - || {{ Hyper-Reactive Pupils (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || - || - || - || - || - || - || - || - || {{ Tandem Warheads (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +3 || - || - || - || - || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 450 || - || - || - || - || - || - || - || - || - || {{ Squadsight (Long War) }} || 10% || Muton Elite Sniper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || +3 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 500 || - || - || - || - || - || - || - || +20 || - || - || 10% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || +2 || +4 || - || - || - || +1 || +5 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || - || {{ Neural Damping (Long War) }} || 15% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFB&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || - || - || - || - || +2 || {{ Adaptive Bone Marrow (Long War) }} || 33% || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || +1 || - || - || - || - || - || - || - || {{ Lock N Load (Long War) }} || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || - || - || +4 || +4 || - || +4 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +10 || +4 || - || - || +5 || +1 || +10 || +1 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || +2 || +2 || +3 || {{ Fortiores Una (Long War) }} {{ Light Em Up (Long War) }} || 1 || Muton Elite Legionary&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || +1 || +1 || +3 || {{ Opportunist (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 120 || - || +2 || +2 || +3 || {{ Tactical Sense (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 160 || +1 || +1 || +1 || +4 || {{ Bring Em On (Long War) }} {{ Combined Arms (Long War) }} || 4 || Muton Elite Commando&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 200 || - || +2 || +2 || +4 || {{ Sentinel (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 240 || - || +1 || +1 || +4 || {{ Will To Survive (Long War) }} || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 450 || +1 || +2 || +2 || +4 || {{ Covering Fire (Long War) }} {{ Squadsight (Long War) }} {{ Reactive Targeting Sensors (Long War) }} || 7 || Muton Elite Praetorian&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +1 || +10 || +5 || +30 || {{ Aggression (Long War) }} {{ Adaptive Bone Marrow (Long War) }} {{ Neural Damping (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Shredder Ammo (Long War) }} || 9 || Bashar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sectopod===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=364&lt;br /&gt;
|appears2=280&lt;br /&gt;
|picture=[[File:Sectopod 1 (EU2012).png|128px]]&lt;br /&gt;
|damage=7 - 27&lt;br /&gt;
|hp=35 - 60&lt;br /&gt;
|aim=70 - 80&lt;br /&gt;
|crit=8&lt;br /&gt;
|dr=3 - 9&lt;br /&gt;
|defense=0&lt;br /&gt;
|move=12&lt;br /&gt;
|will=0&lt;br /&gt;
}}&lt;br /&gt;
Massive mechanical war machines, &#039;&#039;&#039;Sectopods&#039;&#039;&#039; are similar to their vanilla incarnation - only more deadly, of course. Approach with extreme caution. As with all aliens, their strength and power progresses with time, making them significantly more dangerous as the war drags on.&lt;br /&gt;
&lt;br /&gt;
*The Sectopod&#039;s attacks have different base damage values. The Sectopod chest cannon has a base damage of 11 and is used for any cannon attack on the sectopods turn. The normal cannon has a base damage of 9 and is used for overwatch and reactive targeting sensors attacks during the players turn. The Cluster Bomb has a base damage of 7.&lt;br /&gt;
*Sectopods do not need to reload; both their chest and &amp;quot;normal&amp;quot; (green) cannon are supplied with infinite ammo.&lt;br /&gt;
*Despite the fact that the Sectopod has infinite ammo, disabling shot will work. A successful disabling Shot will remove overwatch and disable RTS, and the sectopod will have its chest cannon disabled for the next turn. The cluster bomb is the only attack that is not disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Sectopod Wrecks are needed for autopsy (3) and EMP Cannons (1).&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=7 ~ 11* | level1-hp=35 | level1-aim=70 | level1-crit=8 | level1-defense=0 | level1-mobility=12 | level1-will=0 &lt;br /&gt;
| level2-damage=7 ~ 11* | level2-hp=35 | level2-aim=75 | level2-crit=8 | level2-defense=0 | level2-mobility=12 | level2-will=0 &lt;br /&gt;
| level3-damage=7 ~ 11* | level3-hp=35 | level3-aim=80 | level3-crit=8 | level3-defense=0 | level3-mobility=12 | level3-will=0 &lt;br /&gt;
| level4-damage=9 ~ 13* | level4-hp=35 | level4-aim=80 | level4-crit=8 | level4-defense=0 | level4-mobility=12 | level4-will=0 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Cannon Fire (Long War)}} | {{Cluster Bomb (Long War)}} | {{Death Explosion (Long War)}} | {{Hardened (Long War)}} | {{Robotic (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 120 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 240 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 360 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 450 || - || +5 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 600 || - || - || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +4 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 800 || +3 || +5 || +5 || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +3 || +5 || - || - || +1 || - || - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 40 || - || - || - || - || - || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 80 || - || - || - || - || - || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || - || +5 || - || - || {{ Repair Servos (Long War) }} || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || {{ HEAT Ammo (Long War) }} || 4 || Sectopod Destroyer&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 660 || - || +5 || - || - || - || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 720 || - || +5 || - || - || {{ Reactive Targeting Sensors (Long War) }} || 6 || Reaper&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 999 || - || - || - || - || {{ Light Em Up (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || +35 || +30 || - || {{ Absorption Fields (Long War) }} || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || - || - || - || - || {{ Combined Arms (Long War) }} || 9 || Titan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|appears=336&lt;br /&gt;
|appears2=308&lt;br /&gt;
|picture=[[File:Ethereal_(EU2012).png|128px]]&lt;br /&gt;
|damage=13 - 16&lt;br /&gt;
|hp=20 - 40&lt;br /&gt;
|aim=90&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=40 - 45&lt;br /&gt;
|move=12&lt;br /&gt;
|will=135 - 190&lt;br /&gt;
|regen=4 - 10&lt;br /&gt;
}}&lt;br /&gt;
The floating psionic leaders of the alien race are substantially more deadly and no longer trade frailty for their power. Using a Psionic Lance attack that is based on will as well as the feared &#039;&#039;Mind Control&#039;&#039; and &#039;&#039;Rift&#039;&#039; abilities, Ethereals represent the pinnacle of psionic deadliness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereals&#039;&#039;&#039; regenerate health and will reflect any shots taken at them which roll as misses (except overwatch shots), dealing 33% of the damage to the attacker (this cannot crit). This means any non-overwatch shots will be either hits or reflections, so taking high-percentage shots is particularly important against Ethereals. Explosives and stuns cannot be reflected. The Ethereal&#039;s Psionic Lance is a cross between psionic power and weapon; it has no cooldown, and its accuracy is reduced by [[Abilities_List_(Long_War)#Suppression|Suppression]], but it can&#039;t be disabled with [[Abilities_List_(Long_War)#Disabling_Shot|Disabling Shot]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Captured Ethereals carry no weapons and only three of their corpses are needed for an autopsy. Interrogating an Ethereal gives research bonus to all remaining technologies and Foundry projects.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=20 | level1-aim=90 | level1-crit=0 | level1-defense=40 | level1-mobility=12 | level1-will=120 &lt;br /&gt;
| level2-damage=10 | level2-hp=20 | level2-aim=95 | level2-crit=0 | level2-defense=40 | level2-mobility=12 | level2-will=120 &lt;br /&gt;
| level3-damage=10 | level3-hp=20 | level3-aim=100 | level3-crit=0 | level3-defense=40 | level3-mobility=12 | level3-will=145 &lt;br /&gt;
| level4-damage=12 | level4-hp=20 | level4-aim=100 | level4-crit=0 | level4-defense=40 | level4-mobility=12 | level4-will=155 &lt;br /&gt;
| perks={{ListPerks (Long War) | {{Adaptive Bone Marrow (Long War)}} | {{Hardened (Long War)}} | {{Death Explosion (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Drain (Long War)}} | {{Rift (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Variant Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || +3 || - || - || - || - || - || - || +15 || +4 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 420 || - || +5 || - || - || - || - || - || +15 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || +5 || - || - || - || - || - || +15 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || +1 || - || - || - || - || +5 || - || +5 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1200 || +1 || +5 || - || - || - || - || - || +10 || +2 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Leader Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
! [[Alien Research (Long War)| Alien Research]] !! {{Damage Icon}} Base Damage !! {{Health (Long War)}} HP !! {{Aim (Long War)}} Aim !! {{Will (Long War)}} Will !! Perk !! Leader Level !! Special Name&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 360 || - || +2 || - || +3 || {{ Distortion Field (Long War) }} || 1 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 390 || - || +2 || - || +4 || {{ Shock Absorbent Armor (Long War) }} || 2 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 420 || - || +2 || - || +4 || - || 3 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 450 || - || +2 || - || +4 || {{ Sprinter (Long War) }} || 4 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 480 || - || +2 || - || +5 || {{ Executioner (Long War) }} || 5 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 510 || +3 || +5 || - || +5 || - || 6 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FDD&amp;quot;&lt;br /&gt;
| 540 || +3 || +5 || - || +15 || {{ Squadsight (Long War) }} || 7 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +5 || - || +15 || - || 8 || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#EEF&amp;quot;&lt;br /&gt;
| N/A || +3 || +5 || - || +15 || {{ Combined Arms (Long War) }} || 9 || Ethereal Overmind&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uber Ethereal===&lt;br /&gt;
{{Unit Stat Box LW&lt;br /&gt;
|picture=[[File:Uber_Ethereal_2_(EU2012).png|128px]]&lt;br /&gt;
|damage=10&lt;br /&gt;
|hp=60&lt;br /&gt;
|aim=110&lt;br /&gt;
|crit=0&lt;br /&gt;
|defense=50 - 80&lt;br /&gt;
|move=12&lt;br /&gt;
|will=200 - 230&lt;br /&gt;
|regen=15&lt;br /&gt;
}}&lt;br /&gt;
The ultimate Ethereal. He is immune to stun and Mind Control, and receives 15 Damage Reduction from every nearby live Ethereal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rewards:&#039;&#039; Winning the game.&lt;br /&gt;
&lt;br /&gt;
{{Alien Difficulty Table (Long War)&lt;br /&gt;
| level1-damage=10 | level1-hp=60 | level1-aim=110 | level1-crit=0 | level1-defense=50 | level1-mobility=12 | level1-will=200 &lt;br /&gt;
| level2-damage=10 | level2-hp=60 | level2-aim=115 | level2-crit=0 | level2-defense=50 | level2-mobility=12 | level2-will=200 &lt;br /&gt;
| level3-damage=10 | level3-hp=60 | level3-aim=120 | level3-crit=0 | level3-defense=55 | level3-mobility=12 | level3-will=225 &lt;br /&gt;
| level4-damage=14 | level4-hp=60 | level4-aim=120 | level4-crit=0 | level4-defense=60 | level4-mobility=12 | level4-will=235 &lt;br /&gt;
| perks={{ListPerks (Long War)| {{Absorption Fields (Long War)}} | {{Adaptive Bone Marrow (Long War)}} | {{Close Encounters (Long War)}} | {{Hardened (Long War)}} | {{Lightning Reflexes (Long War)}} | {{Shock Absorbent Armor (Long War)}} | {{Squadsight (Long War)}} | {{Stun Immune (Long War)}} }}&lt;br /&gt;
| perks2={{ListPerks (Long War)| {{Distortion Field (Long War)}} | {{Mind Control (Long War)}} | {{Mindfray (Long War)}} | {{Psi Drain (Long War)}} | {{Rift (Long War)}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ Research Progression&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! width=&amp;quot;6%&amp;quot; | [[Alien Research (Long War)| Alien Research]]  !! width=&amp;quot;9%&amp;quot; | {{Damage Icon}} Base Damage !! width=&amp;quot;5%&amp;quot; |{{Health (Long War)}} HP !! width=&amp;quot;5%&amp;quot; | {{Aim (Long War)}} Aim !! width=&amp;quot;8%&amp;quot; | {{Crit Hit Chance Icon}} Crit. Chance !! width=&amp;quot;5%&amp;quot; | {{DR (Long War)}} DR !! width=&amp;quot;5%&amp;quot; | {{Defense (Long War)}} Defense  !! width=&amp;quot;5%&amp;quot; | {{Mobility (Long War)}} Mobility !! width=&amp;quot;5%&amp;quot; | {{Will (Long War)}} Will !! width=&amp;quot;9%&amp;quot; | {{Regen Icon (Long War)}} Bonus Regen !! Perk !! width=&amp;quot;12%&amp;quot; | Navigator Chance !! width=&amp;quot;9%&amp;quot; | Special Name &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1 || - || - || - || - || - || - || - || - || +15 || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 540 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 700 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 900 || - || - || - || - || - || +10 || - || +10 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
&lt;br /&gt;
Level 8 and Level 9 leaders cannot spawn as the leader of a normal pod, but may spawn as a fixed encounter in certain specially-designated &amp;quot;boss&amp;quot; or &amp;quot;monster&amp;quot; pods. Some maps spawn a specific alien type, others pick from a random pool.&lt;br /&gt;
&lt;br /&gt;
Fixed Spawns:&lt;br /&gt;
* Furies (Progeny DLC): &amp;quot;Reaver Lord&amp;quot; (Level 9 Floater) and &amp;quot;Typhon&amp;quot; (Level 9 Thin Man)&lt;br /&gt;
* 9th [[Missions_(Long_War)#Terror_Site|Terror Mission]]: &amp;quot;Greater Hive Queen&amp;quot; (Level 9 Chryssalid)&lt;br /&gt;
* 18th [[Missions_(Long_War)#Terror_Site|Terror Mission]]: &amp;quot;Atlas Drone&amp;quot; (Level 9 Drone)&lt;br /&gt;
* [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]: &amp;quot;Dreadnought&amp;quot; (Level 9 Cyberdisc)&lt;br /&gt;
* [[Missions_(Long_War)#EXALT_Base_Assault|EXALT Base Assault]]: Level 9 EXALT Elite Sniper, &amp;quot;EXALT Deputy Commander&amp;quot; (Level 9 EXALT Elite Operative), &amp;quot;EXALT Elite Captain&amp;quot; (Level 9 EXALT Elite Medic), &amp;quot;EXALT Commander Iago Van Doorn&amp;quot; (Level 9 EXALT Elite Heavy)&lt;br /&gt;
* [[Missions_(Long_War)#Temple_Ship_Assault|Temple Ship Assault]]: All regular aliens are Level 8&lt;br /&gt;
&lt;br /&gt;
Random Leader Spawns:&lt;br /&gt;
* 11th and subsequent [[Missions_(Long_War)#Council_Missions|council missions]]: 1 random level 9 leader pod added&lt;br /&gt;
* Crashed or Landed [[UFOs_(Long_War)#Assault Carrier|Assault Carriers]] and [[UFOs_(Long_War)#Battleship|Battleships]]: 1 random level 9 leader pod added&lt;br /&gt;
* Crashed or Landed [[UFOs_(Long_War)#Terror Ship|Terror Ships]] and [[UFOs_(Long_War)#Transport|Transports]] (only after first Alien Base Assault): 1 random level 9 leader added&lt;br /&gt;
* [[Missions (Long War)#Alien Base Assault|Alien Base Assaults]] (only after first Alien Base Assault): 1 random leader added (on top of the level 9 Cyberdisk)&lt;br /&gt;
&lt;br /&gt;
===Random Pool===&lt;br /&gt;
&lt;br /&gt;
The pool of aliens selected from during a random spawn is based on the number of [[Missions (Long War)#Alien Base Assault|Alien Base Assaults]] you have completed this campaign. Each alien in the pool is equally likely to be selected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | ABA Completed &lt;br /&gt;
! Level 9 Pod Leader Pool&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| Drone, Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
|Sectoid, Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
|Thin Man, Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| Floater, Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod)&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| Chryssalid, Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| Muton, Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| Seeker, Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| Outsider, Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| Cyberdisc, Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| Mechtoid, Heavy Floater, Sectoid Commander, Mechtoid (Variant Pod), Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| Heavy Floater, Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| Sectoid Commander, Mechtoid, Muton Elite, Sectopod, Ethereal &lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| Mechtoid, Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| Muton Elite, Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| Sectopod, Ethereal&lt;br /&gt;
|-&lt;br /&gt;
! 15+&lt;br /&gt;
| Ethereal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120185</id>
		<title>User:Riw/SquadronUnleashed</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120185"/>
		<updated>2024-11-02T21:44:59Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Escort Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|60}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadron Unleashed&#039;&#039;&#039;, or &#039;&#039;&#039;Squadron Unleashed 2&#039;&#039;&#039; is a Long War mod by &#039;&#039;szmind&#039;&#039; which greatly enhances the air game. In short: multiple ships can engage UFO&#039;s, they have two weapons equipped, they can go short/long range at user&#039;s request or automatically as defined. Pilots are separated from ships, they gain experience, choose career paths, and gain unique traits. They also get experience outside combat, in the Training Center. From version 1.10, also UFO&#039;s can get escorts, meaning multiple ships engage on both sides! Basically, it should have been part of Long War in the first place, and you are missing a lot by not installing it.&lt;br /&gt;
&lt;br /&gt;
You can download and also read some basic documentation here: https://www.nexusmods.com/xcom/mods/809. Current version: 1.13.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
It is probably true that the Mod overall gets the air game easier compared to vanilla, as you get multiple ships engaging single UFO, you get two weapons per ship, pilots get more powerful as they level up, and you get more control during the air combat. It is balanced somewhat by UFO&#039;s getting bonus Aim for Short range, ships getting Aim penalty for being damaged in combat, Credit costs for pilots (and Training Center, but you can choose to ignore that), pilots getting only +1 Aim per kill, and adding XP requirements for pilots to level up.&lt;br /&gt;
&lt;br /&gt;
The Mod is highly configurable though, so for example setting UFO_HP_MODIFIER_GLOBAL=1.5 should get you roughly the vanilla difficulty.&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Weapon==&lt;br /&gt;
&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039; - is available from the start, in an unlimited quantity, has stats of [[Air Combat (Long War)#Interceptor_Weapons|Phoenix Cannon]] but with only 75% damage and no Armor Penetration. It is a Short range weapon - it can&#039;t fire at Long range by default. This weapon is Secondary slot only, it can&#039;t fit in the Primary slot. Furthermore it is limited to 12 shots per engagement.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
You start the game with 4 Interceptors, already equipped with Avalanche Missiles in the Primary slots and Vulcan Cannons in the Secondary slots, and 4 pilots already assigned to the Interceptors.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
After the Mod is properly installed, the Hangar menu appears with 4 items.&lt;br /&gt;
&lt;br /&gt;
===View Aircraft List===&lt;br /&gt;
&#039;&#039;View and edit all fighter craft owned by XCOM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides access to the management of XCOM air forces (ships). Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Interceptors&#039;&#039;&#039; Delivery time is 3 days, cost is 200 Credits (150 with NA continent bonus). It comes equipped with Avalanche Missiles and Vulcan Cannon, and no pilot assigned initially.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your ships by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring a ship from one continent to another takes 36 hours.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific ship&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; performance characteristic of the ship&#039;s equipped Primary and Secondary weapon, and the ship itself.&lt;br /&gt;
**&#039;&#039;&#039;Re-equip&#039;&#039;&#039; both Primary and Secondary weapon - note that you cannot remove a weapon - all ships are always equipped with two weapons. Equipping Avalanche or Stingray Missiles takes 12 hours, Vulcan Cannon 6 hours, other weapons take 7 days to equip.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Ship&#039;&#039;&#039; - beware that the installed weapons disappear, but the pilot will just become unassigned. You should probably never do that.&lt;br /&gt;
**&#039;&#039;&#039;Change Pilot&#039;&#039;&#039; - you can assign new pilot from the Pilot Roster to the ship, or you can Remove the pilot from the ship. Note there is no rename option: ships have no names, only pilots do. All ships with no assigned pilot are just referred to as &#039;&#039;--NO PILOT ASSIGNED--&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===View Pilot Roster===&lt;br /&gt;
&#039;&#039;Manage your pilots, assign career paths, transfer between continents&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is a list of your pilots, independent of your ships. Note there is a monthly costs of your pilots displayed in the upper part (by default each pilot costs 1 Credit per month) - this cost is NOT displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu. Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Pilot&#039;&#039;&#039; New pilot appears immediately, but starts working after 24 hours. The cost for hiring 1 pilot is 10 Credits (configurable). The new pilot starts at level 0 (F.O.) with zero experience and kills, and has no ship assigned.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your pilots by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 10 pilots (configurable). Transferring a pilot from one continent to another takes 24 hours. Note that if you transfer a pilot which is assigned to a ship, he is first unassigned and then transferred, leaving the ship with no pilot assigned.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific pilot&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; the pilot&#039;s current stats, such as days of service, number of interceptions, total interception time, kills, experience, chosen career (at the top), current bonuses to Aim, Defense, Damage, Squadron Size (the number of ships he can command), Squadron Aim, Squadron Defense, and his Traits and their limitations if any.&lt;br /&gt;
**&#039;&#039;&#039;Rename&#039;&#039;&#039; the Pilot. You can create custom names for pilots just like for soldiers. You have to confirm the rename after pressing the Close button.&lt;br /&gt;
**&#039;&#039;&#039;Custom Voice&#039;&#039;&#039; There are around 17 voices to select from. You can even have female pilots!&lt;br /&gt;
**&#039;&#039;&#039;Change Career&#039;&#039;&#039;. As pilots gain experience and UFO kills, they earn levels (level 0=F.O., level 1=Lt, level 2=Cpt, 3=Maj, 4=Col, 5=Cmdr). From the Lieutenant level, their air combat skills differ based on chosen career. Pilots can choose to pursue one of the three different careers: ACE, GUNNER, or LEADER. ACE is the default career. Each career focuses on different aspect of air combat: ACE focuses on Aim and Defense, GUNNER on Aim and Damage, and LEADER on Aim and Defense of the whole squadron, and squadron Size. Changing a career at Lieutenant level or later is possible, but it will mean the pilot will be unavailable for 7 days plus 7 days per level already obtained. More details on careers later.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Pilot&#039;&#039;&#039; - Simply removes the pilot from the roster, saving 1 Credit per month. You should probably never do that.&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Combat Tactic===&lt;br /&gt;
&#039;&#039;Adjust combat tactics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you just define how the ships behave in air combat, based on selected stance (Aggressive, Balanced, Defensive) as selected before each air engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-back off, Auto-abort&#039;&#039;&#039;. By default, ships will Auto-back off at 67/50/25 (DEF/BAL/AGG) percent of their HP. Backing-off means going Long range if the ship was Short range. Ships will Auto-abort (disengage from combat) at 33%/25%/10% of HP (DEF/BAL/AGG). You can define any values here, my recommendation is being a little more cautious: DEF: 70-35 BAL: 50-25 AGG: 30-15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Combat Close.&#039;&#039;&#039; This means go Short range immediately at the start of combat. It is by default ON for AGG and BAL stances. Fortunately from 1.08, you can choose starting distance before engagement. Remember to always do that! Even if this is turned off and you leave &amp;quot;Auto&amp;quot; at UFO Contact screen, it actually selects distance according to DPS. If you use all Long weapons as is recommended, this will always be Close as you get small bonus Aim for Close distance. You might still want to start Long most of the time, especially against UFO Squadrons, so make sure you manually select Long distance before every engagement!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Stance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Back-off&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Abort&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Start Close&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEF&#039;&#039;&#039; || 67% || 70% || 33% || 35% || OFF || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BAL&#039;&#039;&#039; || 50% || 50% || 25% || 25% || ON || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AGG&#039;&#039;&#039; || 25% || 30% || 10% || 15% || ON || OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Training Guidelines===&lt;br /&gt;
&#039;&#039;Adjust training guidelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you define the Training Center parameters. It has 4 parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle XP Bonus&#039;&#039;&#039; defines how many XP does a pilot gain per training cycle spent in the Training Center.&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle Duration&#039;&#039;&#039; defines how long in days the training cycle lasts.&lt;br /&gt;
*&#039;&#039;&#039;Training Center Capacity&#039;&#039;&#039; defines how many pilots can train simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Upper Limit of XP&#039;&#039;&#039; defines the upper XP limit a pilot can be trained to. For example, if the limit is 200 XP, bonus is 20 XP and the pilot already has 190 XP, he can train but will only gain 10 XP at the end (up to the limit) instead of 20 XP.&lt;br /&gt;
&lt;br /&gt;
The first two parameters are defined by &#039;&#039;Training Programs&#039;&#039;; &#039;&#039;Training Facilities&#039;&#039; determine the Capacity, and finally &#039;&#039;Training Staff&#039;&#039; determines the XP Limit. Increasing Training Programs (level 0-4) cost Credits, increasing Training Facilities (level 0-5) costs both Credits and monthly Credits, increasing Training Staff (level 0-5) costs only monthly Credits. This can also be downgraded to save on monthly costs. Note that the total monthly Credit costs is displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu next to the Hangar item (the first item in the list).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRAINING CENTER&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Upgrade Cost&#039;&#039;&#039;||&#039;&#039;&#039;Monthly Cost&#039;&#039;&#039;||&#039;&#039;&#039;XP Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Duration&#039;&#039;&#039;||&#039;&#039;&#039;Capacity&#039;&#039;&#039;||&#039;&#039;&#039;XP Limit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;Training Programs&#039;&#039;&#039;||0||0||rowspan=5|0||20||20||rowspan=5|--||rowspan=5|--&lt;br /&gt;
|-&lt;br /&gt;
|1||50||25||18&lt;br /&gt;
|-&lt;br /&gt;
|2||150||30||15&lt;br /&gt;
|-&lt;br /&gt;
|3||300||35||13&lt;br /&gt;
|-&lt;br /&gt;
|4||500||40||10&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Facilities&#039;&#039;&#039;||0||0||0||rowspan=6|--||rowspan=6|--||3||rowspan=6|--&lt;br /&gt;
|-&lt;br /&gt;
|1||100||5||4&lt;br /&gt;
|-&lt;br /&gt;
|2||300||15||6&lt;br /&gt;
|-&lt;br /&gt;
|3||500||25||8&lt;br /&gt;
|-&lt;br /&gt;
|4||700||35||10&lt;br /&gt;
|-&lt;br /&gt;
|5||900||45||12&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Staff&#039;&#039;&#039;||0||rowspan=6|0||0||rowspan=6|--||rowspan=6|--||rowspan=6|--||200&lt;br /&gt;
|-&lt;br /&gt;
|1||20||400&lt;br /&gt;
|-&lt;br /&gt;
|2||40||700&lt;br /&gt;
|-&lt;br /&gt;
|3||60||1100&lt;br /&gt;
|-&lt;br /&gt;
|4||80||1600&lt;br /&gt;
|-&lt;br /&gt;
|5||100||2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is best to do any changes to the Training Center in the last day of a month, since all changes are applied only from the beginning of the next month. Also note that any ongoing training cycle uses old levels even in the new month. Only new training cycles in the new month use the new levels.&lt;br /&gt;
&lt;br /&gt;
===Training Center===&lt;br /&gt;
&#039;&#039;Sign-up pilots for additional training when idle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you finally sign-up pilots for training. Pilots on training can engage in air combat normally, their training will just be paused. Their training is also paused when they recover after combat (by default 1 hour only), when they are on transfer to another continent, or when they are injured.&lt;br /&gt;
&lt;br /&gt;
You can remove pilots from training, but no XP is then gained. Usually there is no reason to do so.&lt;br /&gt;
&lt;br /&gt;
==Before Air Combat==&lt;br /&gt;
On UFO Contact Screen, you can choose which ship or ships would engage the UFO(s). If the selected ship has no pilot assigned, you are given a choice to assign a pilot, otherwise the ship cannot be used. The maximum number of ships for current engagement is defined by the best Squadron Size parameter of selected pilots.&lt;br /&gt;
&lt;br /&gt;
===Ship Card===&lt;br /&gt;
There are 3 buttons on a ship card:&lt;br /&gt;
*&#039;&#039;&#039;Stance&#039;&#039;&#039;: DEF, BAL, AGG. As in vanilla Long War, this defines whether the ship prioritizes UFO destruction (AGG) or safety (DEF). Basically, DEF means -15 Aim but +20% Dodge (20% chance to change hit into miss), AGG means +15 Aim but 25% chance to change miss into hit (recommended to change to this to 20% in the configuration (AGG_JET_FORCE_HIT_CHANCE) to keep symmetry). Stances have also defined maximum hit chance that can ever be achieved - this is 75%/85%/95% DEF/BAL/AGG.&lt;br /&gt;
*&#039;&#039;&#039;Weapons used&#039;&#039;&#039;. Use both, only Primary, or only Secondary. Well, the author says that disabling a weapon might lead to longer engagement leading to more XP, or that disabling high damage weapon would increase the chance of UFO not being destroyed but shot down, or that by going EMP Cannon only means less alien artifacts will be destroyed. While all this is true, the main goal in every engagement is to outgun and destroy the UFO as fast as possible while suffering ideally no damage to your ships. So you should definitely always use both your weapons, no exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Distance&#039;&#039;&#039;. Select the ship&#039;s starting distance. Can be Short, Long, or Auto. Auto sets the starting distance according to better DPS, if the Start Close option is off. This will actually always be Close if you use the recommended vanilla LW weapons balance. Beware Close range ships are primary UFO targets and even get targeted by the whole UFO squadrons with bonus aim! So remember to set this before every engagement!&lt;br /&gt;
&lt;br /&gt;
===Aggro===&lt;br /&gt;
Ship type, equipped weapons, stance, and Defense stat all contribute to the ship&#039;s Aggro stat, which is also displayed on the ship&#039;s card, next to ship&#039;s other stats like DPS, Aim, Defense. How exactly is Aggro computed is explained in the documentation and tutorials. The UFO will target a ship that is Close (=Short range), then one with highest Aggro.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
One of the pilots in the squadron may be designed as Leader, indicated by a golden star. This pilot then provides bonuses to Aim, Defense, and possibly also contact time to the whole squadron. If you select another pilot who can provide better bonuses, then this pilot will become the new Leader. However, even without a designated Leader, the squadron works just fine, only there will be no squadron bonuses. Unlike Squadron Unleashed 1, the UFO will not target the Leader particularly, as it has other preferences (distance and Aggro). If the Leader aborts or is shot down though, the bonuses are lost. Note that despite there may be another pilot who allows for bigger squadron size, the Leader will be the one who provides best squadron bonuses.&lt;br /&gt;
&lt;br /&gt;
===UFO Stance===&lt;br /&gt;
UFO also picks a stance, randomly. You are informed about the UFO&#039;s stance on UFO Contact Screen, along with other UFO information (number, location, altitude, size, type, HP, escorts). Aggressive UFO is more dangerous - expect higher than normal risk of getting damaged. It increases the engagement time by 50%. Defensive UFO has lower damage potential but is also harder to shoot down. The engagement time is reduced by 33%.&lt;br /&gt;
&lt;br /&gt;
After everything is set, press the &#039;&#039;&#039;Launch Fighter(s)&#039;&#039;&#039; button to start engagement.&lt;br /&gt;
&lt;br /&gt;
==During Air Combat==&lt;br /&gt;
In vanilla Long War, the only thing you can do during Air Combat is to use [[Air Combat (Long War)#Modules|Modules]] or Abort the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
In Squadron Unleashed 2, you can also manage the ship&#039;s distance. Select the ship by clicking it, then double click to change distance from Long to Short or vice versa. Alternatively, use Up/Down keys to select ship then Left/Right keys to change distance. Ships will also change distance automatically (basically just go Long) based on the settings in Combat Tactics. Space or Enter keys abort. Aborting is valid for the active ship only; the engagement continues until either party is destroyed/shot down or if all ships aborted. Modules are used by all ships. &lt;br /&gt;
&lt;br /&gt;
If a ship is shot down by the UFO, it is destroyed together with both its weapons. However, the pilot can survive. The chance is 50% at F.O. +5% for each pilot level, but Cmdrs survive always. If the pilot survives, there is another 50% chance that he will be injured - thus unavailable for both training and combat - for 14 days.&lt;br /&gt;
&lt;br /&gt;
Generally you should avoid losing your ships, especially if equipped with expensive weapons. It is always better to Abort the engagement and let the UFO go, than risk losing your ship. Beware that especially large UFO&#039;s can critically hit and almost one-shot your Interceptors, so losing one is sometimes unavoidable.&lt;br /&gt;
&lt;br /&gt;
==Weapons Rebalance==&lt;br /&gt;
In Squadron Unleashed, by default all air weapons are hugely rebalanced. They get somewhat random bonuses or penalties by going Short or Long distance, can fit to only Primary or only Secondary weapon slot, or have limited ammo. In the recommended (or alternate) configuration, we try to preserve the original Long War air weapons balance.&lt;br /&gt;
&lt;br /&gt;
===Long vs Short Distance===&lt;br /&gt;
In vanilla Long War, you have no control over the distance, as it plays literally no role there. It is selected automatically based on the equipped weapon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range Weapons&#039;&#039;&#039; are: Vulcan Cannon, Phoenix Cannon, Laser Cannon, EMP Cannon.&lt;br /&gt;
*&#039;&#039;&#039;Long Range Weapons&#039;&#039;&#039; are: Avalanche Missiles, Stingray Missiles, Plasma Cannon, Fusion Lance.&lt;br /&gt;
*&#039;&#039;&#039;UFO Weapons&#039;&#039;&#039; do equally well at both ranges.&lt;br /&gt;
&lt;br /&gt;
Now distance is of critical importance in Squadron Unleashed. By default, UFO&#039;s get huge +20 Aim bonus towards Short range ships, making Short range weapons severely disadvantaged. Not only that, but also the fact that Short range weapons cannot shoot Long range at all (hardcoded), while Long range weapons can always shoot Short: they either get a penalty to Aim or sometimes even a bonus Aim. With the default setup, you might quite often see your ships playing sitting ducks not shooting at all, just taking damage. You don&#039;t want this to happen at all. I think the weapons are pretty well balanced in vanilla LW - no need for such drastic changes.&lt;br /&gt;
&lt;br /&gt;
Thus I recommend to change the defaults, so that all weapons are Long range, making sure they can fire. They will all fire with no penalty at Long range. The player can then decide to go close with any weapon for an Aim bonus, at the cost of being targeted by UFO(s) with the same bonus! This way the vanilla balance between weapons is maintained, still the player has a choice to switch ranges.&lt;br /&gt;
&lt;br /&gt;
For Vulcan Cannon though, as it was added and it will never be the only weapon, let&#039;s make an exception and leave it as the only Short range weapon, which cannot fire long.&lt;br /&gt;
&lt;br /&gt;
===Primary vs Secondary===&lt;br /&gt;
In the default settings, some weapons fit only Primary slot, while others fit only Secondary slot, with the exception of Plasma Cannon, which fits both slots. There is no reason for such restrictions, with some exceptions: &lt;br /&gt;
&lt;br /&gt;
*The Vulcan Cannon is hard-coded for Secondary slot only.&lt;br /&gt;
*The starting Avalanche and Stingray Missiles should go to Primary slot only, otherwise the Vulcan Cannon would serve no purpose - why not go double Avalanche then? The early game would then be unbalanced.&lt;br /&gt;
*The Fusion Lance is Primary only; it&#039;s a very late game and also very rare weapon which would be a waste to fit into Secondary slot and also way too powerful to fit both. It is so large that a ship - Firestorm only - can only carry one such weapon, that makes sense.&lt;br /&gt;
*All other weapons should fit both slots, as there is no reason for them not to.&lt;br /&gt;
&lt;br /&gt;
There are two configuration parameters worth mentioning here: XCOM_DMG_MODIFIER_GLOBAL and SECONDARY_WPN_DMG_MOD. As now all weapons can fit Primary slot (except the added Vulcan), the Secondary slot can be thought as simply unnecessary additional weapon, doing only half damage. You may as well leave the Vulcan Cannon there for the whole game for all ships not using the Secondary slot at all. It would simply serve as an added bonus for going close. Or use it only when you can afford it. After all, the weapons are quite expensive for all ships to have two. To balance this out, we leave the global modifier at 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Parameter&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XCOM_DMG_MODIFIER_GLOBAL&#039;&#039;&#039;||0.7||1.0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SECONDARY_WPN_DMG_MOD&#039;&#039;&#039;||1.0||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
So, you can run out of ammo by default. Then what? One would expect an automatic Abort, so the ship is not a sitting duck. We really don&#039;t want that. Unfortunately with the default settings, we get a sitting duck. I think the concept of air weapons ammo is really an unnecessary addition. Now some weapons have limited ammo, some unlimited. If we want to stick with Long War weapon balance, limited ammo makes it impossible to achieve, so we set all ammo to unlimited.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make an exception for Vulcan Cannon though, as it&#039;s not present in vanilla, it&#039;s never the only weapon equipped, it&#039;s basically just a bonus to going close, so we leave it with its 12 ammo.&lt;br /&gt;
&lt;br /&gt;
===Recommended Config Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Weapon Slot&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Distance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimMod&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimModClose&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulcan&#039;&#039;&#039;||Secondary||Secondary||short||short||0||rowspan=9|0||0||rowspan=9|0||12||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avalanche&#039;&#039;&#039;||Primary||Primary||long||rowspan=8|long||0||-15||5||rowspan=8|&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stingray&#039;&#039;&#039;||Primary||Primary||long||0||-15||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix&#039;&#039;&#039;||Secondary||Both||short||0||0||10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma&#039;&#039;&#039;||Both||Both||long||-20||20||15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039;||Primary||Primary||long||0||20||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|N/A||long||0||20||&amp;amp;infin;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
iAimMod is an Aim modifier under all circumstances. iAimModClose is Aim modifier when the ship is Short range. So at Short range, these bonuses stack. We then set AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5. With recommended settings, this will be applied to all weapons except Vulcan for close range.&lt;br /&gt;
&lt;br /&gt;
So here is the recommended weapons table. You can copy-paste it to your config file (DefaultSquadronUnleashed.ini).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5		;applied to ALL non-short-distance weapons at close range, including UFO weapons&lt;br /&gt;
&lt;br /&gt;
;Vulcan Cannon: short range - will NEVER fit primary slot (ignores bPrimary setting) - this is hardcoded to avoid CTDs and overall bugs with &amp;quot;none&amp;quot; primary weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=0,  bPrimary=FALSE, bSecondary=TRUE,  bClose=true,  iAmmo=12, RearmHours=6,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Phoenix: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=1,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Stingray: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=2,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Avalanche: long range - will ALWAYS fit primary slot (ignores bPrimary setting) - this is hardcoded cause new ships have this as starting weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=3,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Laser: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=4,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Plasma: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=5,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;EMP: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=6,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Fusion: both ranges&lt;br /&gt;
ShipWeapons=(iWeaponType=7,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma I&lt;br /&gt;
ShipWeapons=(iWeaponType=8,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma II&lt;br /&gt;
ShipWeapons=(iWeaponType=9,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO_Fusion&lt;br /&gt;
ShipWeapons=(iWeaponType=10, bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilot Careers==&lt;br /&gt;
Career means different bonuses as pilots gain levels. They are detailed in the following table. To get a level, the pilot must gain both the required XP and kills (either proper kills or team kills). There are 3 careers defined: ACE, GUNNER, and LEADER. Though careers can be changed, it is best to choose the pilot&#039;s career at F.O. level and leave it at that for the entire game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Title&#039;&#039;&#039;||&#039;&#039;&#039;XP Req.&#039;&#039;&#039;||&#039;&#039;&#039;Kills Req.&#039;&#039;&#039;||&#039;&#039;&#039;+Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Def&#039;&#039;&#039;||&#039;&#039;&#039;+Damage&#039;&#039;&#039;||&#039;&#039;&#039;Sq.Size&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Def&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|any||F.O.||0||0||0||0||0||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;ACE&#039;&#039;&#039;||Lt.||200||1||4||4||0||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||8||0||2||0||0||Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||12||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||16||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||20||0||4||0||0||Maverick&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||Lt.||200||1||4||0||10%||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||0||20%||2||0||0||Slash&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||0||30%||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||0||40%||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||0||50%||3||0||0||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||Lt.||200||1||0||0||0||3||2||2||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||0||0||0||5||4||4||Maestro&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||0||0||0||6||6||6||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||0||0||0||6||8||8||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||0||0||0||6||10||10||Wingman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To compensate for these bonuses, pilots only get +1 Aim per kill (down from +3) with a +20 Aim maximum (down from +30). With UFO squadrons, kills requirement is rarely a limiting factor.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are unique bonuses pilots gain at Captain and Commander levels, depending on chosen career. The two traits stack - the combined bonuses are displayed in the table. By default, certain traits are very powerful, but with many complicated limitations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;amp;nbsp;||colspan=2|Recommended||colspan=2|Default&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;ACE&#039;&#039;&#039;||&#039;&#039;&#039;Ninja&#039;&#039;&#039;||+10 Dodge||none||+20 Dodge||DEF stance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maverick&#039;&#039;&#039;||+20 Dodge, +10 Def||Firestorm, DEF stance||+30 Dodge, +20 Def||Firestorm, BAL stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||&#039;&#039;&#039;Slash&#039;&#039;&#039;||+20% Crit Dmg||none||+25% Damage||close range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammer&#039;&#039;&#039;||+40% Crit Dmg, +20% Crit Chance||Firestorm, AGG stance||+25% Damage, +50% Crit Dmg, +10% Crit Chance||Firestorm, AGG stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||&#039;&#039;&#039;Maestro&#039;&#039;&#039;||+5s contact time||none||+5s contact time||none&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wingman&#039;&#039;&#039;||+10s contact time, +5 Sq.Aim, +5 Sq.Def||Firestorm, BAL stance||+5s contact time, +10 Sq.Aim, +10 Sq.Def||Firestorm, Sq Size exactly 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just copy-paste this trait table into your config file to have cleanly defined and only moderately powerful traits, as in the above table.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;career ACE&lt;br /&gt;
;NINJA - gains extra +10 dodge (stacks with DEF_JET_DODGE_CHANCE)&lt;br /&gt;
m_PilotTraits=(iTraitType=2, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=2)&lt;br /&gt;
&lt;br /&gt;
;MAVERICK - requires FIRESTORM and DEF stance: gains +10 def and +10 dodge (for a total +20 dodge)&lt;br /&gt;
m_PilotTraits=(iTraitType=4, iBonusDef=10, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=4, bFireStorm=TRUE, iTactic=2)&lt;br /&gt;
&lt;br /&gt;
;career GUNNER&lt;br /&gt;
;SLASH - gains +20% crit dmg&lt;br /&gt;
m_PilotTraits=(iTraitType=1, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=1)&lt;br /&gt;
&lt;br /&gt;
;HAMMER - requires FIRESTORM and AGG stance: grants +20% crit chance and +20% crit dmg (for a total +40% crit dmg)&lt;br /&gt;
m_PilotTraits=(iTraitType=6, iBonusCritChance=20, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=6, bFireStorm=TRUE, iTactic=1)&lt;br /&gt;
&lt;br /&gt;
;career LEADER&lt;br /&gt;
;MAESTRO - gives +5s contact time always&lt;br /&gt;
m_PilotTraits=(iTraitType=3, iBonusTime=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=3)&lt;br /&gt;
&lt;br /&gt;
;WINGMAN - requires FIRESTORM and BAL stance: grants +5s contact time (for a total +10s contact time), extra +5 aim and +5 def for the squadron&lt;br /&gt;
m_PilotTraits=(iTraitType=5, iBonusTime=5, iBonusTeamAim=5, iBonusTeamDef=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=5, bFireStorm=TRUE, iTactic=0) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New in 1.10==&lt;br /&gt;
===Team Kills===&lt;br /&gt;
Pilots receive Team Kills as a shared percentage 1/N, where N is the number of ships in a squadron. This is separate from Kills, displayed in parenthesis after Kills, rounded down. Team Kills only matter for promotions - a pilot requires to have either Kills or Team Kills at least 6 to be promoted to Major, for example. This allows Leaders to have the same promotion scheme as other careers. Team Kills do not increase Aim or Damage, only Kills do.&lt;br /&gt;
&lt;br /&gt;
===UFO Squadrons===&lt;br /&gt;
Depending on [[Threat (Long War)|XCOM Threat]] and Number of Ships on a continent, aliens will deploy 0-3 extra UFOs to protect the main UFO performing an [[Alien Missions (Long War)|Alien Misison]]. The formula is Min(3, XComThreat + NumOfShipsOnContinent - 5), where XComThreat is 0-4, NumOfShips is 0-6. Aliens also need to reach certain [[Alien Research (Long War)|Alien Research]] and have enough [[Alien Resources (Long War)|Alien Resources]] level to launch specific escorts (configurable). Escorts always pick Aggressive stance (by default), and grant some extra engagement time. Killing escorts only grants experience and kills for pilots, they do not provide any cash or alloys (by default), and never spawn a crash site.&lt;br /&gt;
&lt;br /&gt;
Important facts not mentioned in mod description:&lt;br /&gt;
* The escort UFOs can only be Scout, Fighter, Raider or Destroyer, nothing bigger is possible (though you can configure in bigger escorts).&lt;br /&gt;
* By default, you always get the maximum escorts possible, so if you have 4+ ships on continent and 4 Threat, expect 3 escorts with every UFO.&lt;br /&gt;
* By default, all the escorts are always the same highest type as Alien Research and Alien Resource levels allows.&lt;br /&gt;
* Ships going Short range get hit by everyone - including the main UFO! - while at Long range you fight all Ufo&#039;s one at a time.&lt;br /&gt;
* Ufo&#039;s not directly targeted by XCOM don&#039;t get Close range bonus when they fire at a Close range ship.&lt;br /&gt;
* Escort is never a bigger class UFO than the main ship (Raiders/Destroyers will not escort a Scout/Fighter even if alien research and resource levels would allow that)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Research&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;||90||90||1||1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;||270||180||2||2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;||90||270||3||3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||270||360||3||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is recommended way to configure the UFO Squadrons (1.10):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Scout&lt;br /&gt;
PossibleEscort=(iUFOType=4, iReqResearch=90, iReqResourceLvl=1)&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
PossibleEscort=(iUFOType=10, iReqResearch=180, iReqResourceLvl=2)&lt;br /&gt;
&lt;br /&gt;
;Raider&lt;br /&gt;
PossibleEscort=(iUFOType=11, iReqResearch=270, iReqResourceLvl=3)&lt;br /&gt;
&lt;br /&gt;
;Destroyer&lt;br /&gt;
PossibleEscort=(iUFOType=5, iReqResearch=360, iReqResourceLvl=4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Randomization Options====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set TRUE below to make the number of escorts randomized in range 0-N rather than set to N always (N is max escorts before clamping to max 3)&lt;br /&gt;
RANDOMIZE_NUMBER_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow the escort consists of different types of UFO (eg. 1 Fighter + 2 Raiders) - the requirements for Research/Resources must still be met for the type to be available&lt;br /&gt;
RANDOMIZE_TYPE_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow random stance for escorts (otherwise escorts are always AGG)&lt;br /&gt;
RANDOMIZE_STANCE_OF_ESCORTS=true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I recommend to set the options to true to add more variation to UFO escorts.&lt;br /&gt;
&lt;br /&gt;
====Escort Rewards====&lt;br /&gt;
It makes sense that when the other UFOs provide cash and small amount of alloys rewards, why not escorts. As not to unbalance the game too much however, let&#039;s cut the rewards to half for escorts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set to TRUE to enable rewards for the escorts (FALSE by default)&lt;br /&gt;
ENABLE_ESCORT_REWARDS=true&lt;br /&gt;
;Scout / Fighter&lt;br /&gt;
EscortReward=(iCategory=1, iCash=50, iAlloy=2)&lt;br /&gt;
;Raider / Destroyer&lt;br /&gt;
EscortReward=(iCategory=2, iCash=100, iAlloy=3)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Config Changes==&lt;br /&gt;
&amp;lt;pre&amp;gt;;VulcanCannon=(eType=eShipWeapon_None, iDamage=45, iArmorPen=0, iToHit=25, iAvionicsBonus=10, iCooldown=40)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don&#039;t forget to comment out this line. The default setting (Phoenix Cannon stats but with 0 ArmorPen and 75% of Phoenix&#039; damage) is better.&lt;br /&gt;
&amp;lt;pre&amp;gt;VulcanCannon=(eType=eShipWeapon_None, iDamage=105, iArmorPen=0, iToHit=40, iAvionicsBonus=10, iCooldown=75)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;InterceptionTweakOn=true&lt;br /&gt;
INTERCEPTION_TWEAK_SCALER=1.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows for longer battles with less damage to both ships and UFO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TIME_SLOMO_FACTOR=0.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slow the battles down so you can actually influence anything during them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_JET_FORCE_HIT_CHANCE=20&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep symmetry with DEF_JET_DODGE_CHANCE. These is no reason for this to be higher. Then we also get the lone bullets back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_UFO_AIM_BONUS=15&lt;br /&gt;
AGG_UFO_SPEED_DOWN=0.67&lt;br /&gt;
AGG_UFO_FIRERATE_BOOST=1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep things rather symmetric. The double fire rate for AGG UFO is just too much, causing you to ignore all such UFOs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;LONE_BULLET_CHANCE_BAL=10&lt;br /&gt;
LONE_BULLET_CHANCE_AGG=20&lt;br /&gt;
LONE_BULLET_DMG_MOD=0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
The lone bullet mechanic was abandoned from Squadron Unleashed 1. I like it back, however toned down, to balance things out. So now AGG/BAL ships have 20%/10% chance to be hit by a missed UFO shot for 50% damage. I believe only 1 ship could be hit like that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AIM_BONUS_VS_LARGE_UFO=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
15 is little too much. There is no reason to make battles against large UFO so much easier compared to vanilla LW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;EXTRA_DMG_PCT_PER_KILL=0.0101&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is not to add damage (0.0001 is nothing), but for display purposes. So 1 kill gets displayed as +1% dmg, not 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DAMAGED_JET_AIM_PENALTY=15&amp;lt;/pre&amp;gt;&lt;br /&gt;
With 25 Aim penalty, damaged ships are basically unusable. If ships damaged during combat also get this penalty, it should definitely not be that high. 15 is just the standard bonus/penalty, so we keep it simple here. Alternately, set this to 0, but then don&#039;t allow using damaged ships for new interceptions, getting vanilla behavior (set DAMAGED_JET_HP_PCT_CAN_FIGHT=1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MIN_SQUADRON_SIZE=1&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make sure to set this to 1 to avoid any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_RECOVER_AFTER_COMBAT_HOURS=8&amp;lt;/pre&amp;gt;&lt;br /&gt;
Makes it more realistic. Pilots needs some rest after combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_SURVIVAL_CHANCE_PER_RANK=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
Losing experienced pilots is very painful. This translates to 100% survival at Cmdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;XP_PER_ENGAGMEMENT_SECOND=1&lt;br /&gt;
XP_FOR_KILL_SHOT=20&lt;br /&gt;
XP_FOR_WIN=10&lt;br /&gt;
XP_FOR_HIT=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the introduction of UFO squadrons, the XP gains need to be toned down, as there are much more shoot down opportunities. This also means the Training Center investments serve any purpose at all.&lt;br /&gt;
&lt;br /&gt;
==Just Squadrons==&lt;br /&gt;
Need more vanilla Long War? Don&#039;t want to bother with all the new features, just want to see XCOM and UFO squadrons to play it out? Look no further:&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/823&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120184</id>
		<title>User:Riw/SquadronUnleashed</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120184"/>
		<updated>2024-11-02T21:39:39Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* New in 1.10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|60}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadron Unleashed&#039;&#039;&#039;, or &#039;&#039;&#039;Squadron Unleashed 2&#039;&#039;&#039; is a Long War mod by &#039;&#039;szmind&#039;&#039; which greatly enhances the air game. In short: multiple ships can engage UFO&#039;s, they have two weapons equipped, they can go short/long range at user&#039;s request or automatically as defined. Pilots are separated from ships, they gain experience, choose career paths, and gain unique traits. They also get experience outside combat, in the Training Center. From version 1.10, also UFO&#039;s can get escorts, meaning multiple ships engage on both sides! Basically, it should have been part of Long War in the first place, and you are missing a lot by not installing it.&lt;br /&gt;
&lt;br /&gt;
You can download and also read some basic documentation here: https://www.nexusmods.com/xcom/mods/809. Current version: 1.13.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
It is probably true that the Mod overall gets the air game easier compared to vanilla, as you get multiple ships engaging single UFO, you get two weapons per ship, pilots get more powerful as they level up, and you get more control during the air combat. It is balanced somewhat by UFO&#039;s getting bonus Aim for Short range, ships getting Aim penalty for being damaged in combat, Credit costs for pilots (and Training Center, but you can choose to ignore that), pilots getting only +1 Aim per kill, and adding XP requirements for pilots to level up.&lt;br /&gt;
&lt;br /&gt;
The Mod is highly configurable though, so for example setting UFO_HP_MODIFIER_GLOBAL=1.5 should get you roughly the vanilla difficulty.&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Weapon==&lt;br /&gt;
&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039; - is available from the start, in an unlimited quantity, has stats of [[Air Combat (Long War)#Interceptor_Weapons|Phoenix Cannon]] but with only 75% damage and no Armor Penetration. It is a Short range weapon - it can&#039;t fire at Long range by default. This weapon is Secondary slot only, it can&#039;t fit in the Primary slot. Furthermore it is limited to 12 shots per engagement.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
You start the game with 4 Interceptors, already equipped with Avalanche Missiles in the Primary slots and Vulcan Cannons in the Secondary slots, and 4 pilots already assigned to the Interceptors.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
After the Mod is properly installed, the Hangar menu appears with 4 items.&lt;br /&gt;
&lt;br /&gt;
===View Aircraft List===&lt;br /&gt;
&#039;&#039;View and edit all fighter craft owned by XCOM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides access to the management of XCOM air forces (ships). Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Interceptors&#039;&#039;&#039; Delivery time is 3 days, cost is 200 Credits (150 with NA continent bonus). It comes equipped with Avalanche Missiles and Vulcan Cannon, and no pilot assigned initially.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your ships by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring a ship from one continent to another takes 36 hours.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific ship&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; performance characteristic of the ship&#039;s equipped Primary and Secondary weapon, and the ship itself.&lt;br /&gt;
**&#039;&#039;&#039;Re-equip&#039;&#039;&#039; both Primary and Secondary weapon - note that you cannot remove a weapon - all ships are always equipped with two weapons. Equipping Avalanche or Stingray Missiles takes 12 hours, Vulcan Cannon 6 hours, other weapons take 7 days to equip.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Ship&#039;&#039;&#039; - beware that the installed weapons disappear, but the pilot will just become unassigned. You should probably never do that.&lt;br /&gt;
**&#039;&#039;&#039;Change Pilot&#039;&#039;&#039; - you can assign new pilot from the Pilot Roster to the ship, or you can Remove the pilot from the ship. Note there is no rename option: ships have no names, only pilots do. All ships with no assigned pilot are just referred to as &#039;&#039;--NO PILOT ASSIGNED--&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===View Pilot Roster===&lt;br /&gt;
&#039;&#039;Manage your pilots, assign career paths, transfer between continents&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is a list of your pilots, independent of your ships. Note there is a monthly costs of your pilots displayed in the upper part (by default each pilot costs 1 Credit per month) - this cost is NOT displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu. Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Pilot&#039;&#039;&#039; New pilot appears immediately, but starts working after 24 hours. The cost for hiring 1 pilot is 10 Credits (configurable). The new pilot starts at level 0 (F.O.) with zero experience and kills, and has no ship assigned.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your pilots by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 10 pilots (configurable). Transferring a pilot from one continent to another takes 24 hours. Note that if you transfer a pilot which is assigned to a ship, he is first unassigned and then transferred, leaving the ship with no pilot assigned.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific pilot&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; the pilot&#039;s current stats, such as days of service, number of interceptions, total interception time, kills, experience, chosen career (at the top), current bonuses to Aim, Defense, Damage, Squadron Size (the number of ships he can command), Squadron Aim, Squadron Defense, and his Traits and their limitations if any.&lt;br /&gt;
**&#039;&#039;&#039;Rename&#039;&#039;&#039; the Pilot. You can create custom names for pilots just like for soldiers. You have to confirm the rename after pressing the Close button.&lt;br /&gt;
**&#039;&#039;&#039;Custom Voice&#039;&#039;&#039; There are around 17 voices to select from. You can even have female pilots!&lt;br /&gt;
**&#039;&#039;&#039;Change Career&#039;&#039;&#039;. As pilots gain experience and UFO kills, they earn levels (level 0=F.O., level 1=Lt, level 2=Cpt, 3=Maj, 4=Col, 5=Cmdr). From the Lieutenant level, their air combat skills differ based on chosen career. Pilots can choose to pursue one of the three different careers: ACE, GUNNER, or LEADER. ACE is the default career. Each career focuses on different aspect of air combat: ACE focuses on Aim and Defense, GUNNER on Aim and Damage, and LEADER on Aim and Defense of the whole squadron, and squadron Size. Changing a career at Lieutenant level or later is possible, but it will mean the pilot will be unavailable for 7 days plus 7 days per level already obtained. More details on careers later.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Pilot&#039;&#039;&#039; - Simply removes the pilot from the roster, saving 1 Credit per month. You should probably never do that.&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Combat Tactic===&lt;br /&gt;
&#039;&#039;Adjust combat tactics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you just define how the ships behave in air combat, based on selected stance (Aggressive, Balanced, Defensive) as selected before each air engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-back off, Auto-abort&#039;&#039;&#039;. By default, ships will Auto-back off at 67/50/25 (DEF/BAL/AGG) percent of their HP. Backing-off means going Long range if the ship was Short range. Ships will Auto-abort (disengage from combat) at 33%/25%/10% of HP (DEF/BAL/AGG). You can define any values here, my recommendation is being a little more cautious: DEF: 70-35 BAL: 50-25 AGG: 30-15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Combat Close.&#039;&#039;&#039; This means go Short range immediately at the start of combat. It is by default ON for AGG and BAL stances. Fortunately from 1.08, you can choose starting distance before engagement. Remember to always do that! Even if this is turned off and you leave &amp;quot;Auto&amp;quot; at UFO Contact screen, it actually selects distance according to DPS. If you use all Long weapons as is recommended, this will always be Close as you get small bonus Aim for Close distance. You might still want to start Long most of the time, especially against UFO Squadrons, so make sure you manually select Long distance before every engagement!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Stance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Back-off&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Abort&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Start Close&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEF&#039;&#039;&#039; || 67% || 70% || 33% || 35% || OFF || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BAL&#039;&#039;&#039; || 50% || 50% || 25% || 25% || ON || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AGG&#039;&#039;&#039; || 25% || 30% || 10% || 15% || ON || OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Training Guidelines===&lt;br /&gt;
&#039;&#039;Adjust training guidelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you define the Training Center parameters. It has 4 parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle XP Bonus&#039;&#039;&#039; defines how many XP does a pilot gain per training cycle spent in the Training Center.&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle Duration&#039;&#039;&#039; defines how long in days the training cycle lasts.&lt;br /&gt;
*&#039;&#039;&#039;Training Center Capacity&#039;&#039;&#039; defines how many pilots can train simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Upper Limit of XP&#039;&#039;&#039; defines the upper XP limit a pilot can be trained to. For example, if the limit is 200 XP, bonus is 20 XP and the pilot already has 190 XP, he can train but will only gain 10 XP at the end (up to the limit) instead of 20 XP.&lt;br /&gt;
&lt;br /&gt;
The first two parameters are defined by &#039;&#039;Training Programs&#039;&#039;; &#039;&#039;Training Facilities&#039;&#039; determine the Capacity, and finally &#039;&#039;Training Staff&#039;&#039; determines the XP Limit. Increasing Training Programs (level 0-4) cost Credits, increasing Training Facilities (level 0-5) costs both Credits and monthly Credits, increasing Training Staff (level 0-5) costs only monthly Credits. This can also be downgraded to save on monthly costs. Note that the total monthly Credit costs is displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu next to the Hangar item (the first item in the list).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRAINING CENTER&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Upgrade Cost&#039;&#039;&#039;||&#039;&#039;&#039;Monthly Cost&#039;&#039;&#039;||&#039;&#039;&#039;XP Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Duration&#039;&#039;&#039;||&#039;&#039;&#039;Capacity&#039;&#039;&#039;||&#039;&#039;&#039;XP Limit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;Training Programs&#039;&#039;&#039;||0||0||rowspan=5|0||20||20||rowspan=5|--||rowspan=5|--&lt;br /&gt;
|-&lt;br /&gt;
|1||50||25||18&lt;br /&gt;
|-&lt;br /&gt;
|2||150||30||15&lt;br /&gt;
|-&lt;br /&gt;
|3||300||35||13&lt;br /&gt;
|-&lt;br /&gt;
|4||500||40||10&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Facilities&#039;&#039;&#039;||0||0||0||rowspan=6|--||rowspan=6|--||3||rowspan=6|--&lt;br /&gt;
|-&lt;br /&gt;
|1||100||5||4&lt;br /&gt;
|-&lt;br /&gt;
|2||300||15||6&lt;br /&gt;
|-&lt;br /&gt;
|3||500||25||8&lt;br /&gt;
|-&lt;br /&gt;
|4||700||35||10&lt;br /&gt;
|-&lt;br /&gt;
|5||900||45||12&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Staff&#039;&#039;&#039;||0||rowspan=6|0||0||rowspan=6|--||rowspan=6|--||rowspan=6|--||200&lt;br /&gt;
|-&lt;br /&gt;
|1||20||400&lt;br /&gt;
|-&lt;br /&gt;
|2||40||700&lt;br /&gt;
|-&lt;br /&gt;
|3||60||1100&lt;br /&gt;
|-&lt;br /&gt;
|4||80||1600&lt;br /&gt;
|-&lt;br /&gt;
|5||100||2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is best to do any changes to the Training Center in the last day of a month, since all changes are applied only from the beginning of the next month. Also note that any ongoing training cycle uses old levels even in the new month. Only new training cycles in the new month use the new levels.&lt;br /&gt;
&lt;br /&gt;
===Training Center===&lt;br /&gt;
&#039;&#039;Sign-up pilots for additional training when idle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you finally sign-up pilots for training. Pilots on training can engage in air combat normally, their training will just be paused. Their training is also paused when they recover after combat (by default 1 hour only), when they are on transfer to another continent, or when they are injured.&lt;br /&gt;
&lt;br /&gt;
You can remove pilots from training, but no XP is then gained. Usually there is no reason to do so.&lt;br /&gt;
&lt;br /&gt;
==Before Air Combat==&lt;br /&gt;
On UFO Contact Screen, you can choose which ship or ships would engage the UFO(s). If the selected ship has no pilot assigned, you are given a choice to assign a pilot, otherwise the ship cannot be used. The maximum number of ships for current engagement is defined by the best Squadron Size parameter of selected pilots.&lt;br /&gt;
&lt;br /&gt;
===Ship Card===&lt;br /&gt;
There are 3 buttons on a ship card:&lt;br /&gt;
*&#039;&#039;&#039;Stance&#039;&#039;&#039;: DEF, BAL, AGG. As in vanilla Long War, this defines whether the ship prioritizes UFO destruction (AGG) or safety (DEF). Basically, DEF means -15 Aim but +20% Dodge (20% chance to change hit into miss), AGG means +15 Aim but 25% chance to change miss into hit (recommended to change to this to 20% in the configuration (AGG_JET_FORCE_HIT_CHANCE) to keep symmetry). Stances have also defined maximum hit chance that can ever be achieved - this is 75%/85%/95% DEF/BAL/AGG.&lt;br /&gt;
*&#039;&#039;&#039;Weapons used&#039;&#039;&#039;. Use both, only Primary, or only Secondary. Well, the author says that disabling a weapon might lead to longer engagement leading to more XP, or that disabling high damage weapon would increase the chance of UFO not being destroyed but shot down, or that by going EMP Cannon only means less alien artifacts will be destroyed. While all this is true, the main goal in every engagement is to outgun and destroy the UFO as fast as possible while suffering ideally no damage to your ships. So you should definitely always use both your weapons, no exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Distance&#039;&#039;&#039;. Select the ship&#039;s starting distance. Can be Short, Long, or Auto. Auto sets the starting distance according to better DPS, if the Start Close option is off. This will actually always be Close if you use the recommended vanilla LW weapons balance. Beware Close range ships are primary UFO targets and even get targeted by the whole UFO squadrons with bonus aim! So remember to set this before every engagement!&lt;br /&gt;
&lt;br /&gt;
===Aggro===&lt;br /&gt;
Ship type, equipped weapons, stance, and Defense stat all contribute to the ship&#039;s Aggro stat, which is also displayed on the ship&#039;s card, next to ship&#039;s other stats like DPS, Aim, Defense. How exactly is Aggro computed is explained in the documentation and tutorials. The UFO will target a ship that is Close (=Short range), then one with highest Aggro.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
One of the pilots in the squadron may be designed as Leader, indicated by a golden star. This pilot then provides bonuses to Aim, Defense, and possibly also contact time to the whole squadron. If you select another pilot who can provide better bonuses, then this pilot will become the new Leader. However, even without a designated Leader, the squadron works just fine, only there will be no squadron bonuses. Unlike Squadron Unleashed 1, the UFO will not target the Leader particularly, as it has other preferences (distance and Aggro). If the Leader aborts or is shot down though, the bonuses are lost. Note that despite there may be another pilot who allows for bigger squadron size, the Leader will be the one who provides best squadron bonuses.&lt;br /&gt;
&lt;br /&gt;
===UFO Stance===&lt;br /&gt;
UFO also picks a stance, randomly. You are informed about the UFO&#039;s stance on UFO Contact Screen, along with other UFO information (number, location, altitude, size, type, HP, escorts). Aggressive UFO is more dangerous - expect higher than normal risk of getting damaged. It increases the engagement time by 50%. Defensive UFO has lower damage potential but is also harder to shoot down. The engagement time is reduced by 33%.&lt;br /&gt;
&lt;br /&gt;
After everything is set, press the &#039;&#039;&#039;Launch Fighter(s)&#039;&#039;&#039; button to start engagement.&lt;br /&gt;
&lt;br /&gt;
==During Air Combat==&lt;br /&gt;
In vanilla Long War, the only thing you can do during Air Combat is to use [[Air Combat (Long War)#Modules|Modules]] or Abort the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
In Squadron Unleashed 2, you can also manage the ship&#039;s distance. Select the ship by clicking it, then double click to change distance from Long to Short or vice versa. Alternatively, use Up/Down keys to select ship then Left/Right keys to change distance. Ships will also change distance automatically (basically just go Long) based on the settings in Combat Tactics. Space or Enter keys abort. Aborting is valid for the active ship only; the engagement continues until either party is destroyed/shot down or if all ships aborted. Modules are used by all ships. &lt;br /&gt;
&lt;br /&gt;
If a ship is shot down by the UFO, it is destroyed together with both its weapons. However, the pilot can survive. The chance is 50% at F.O. +5% for each pilot level, but Cmdrs survive always. If the pilot survives, there is another 50% chance that he will be injured - thus unavailable for both training and combat - for 14 days.&lt;br /&gt;
&lt;br /&gt;
Generally you should avoid losing your ships, especially if equipped with expensive weapons. It is always better to Abort the engagement and let the UFO go, than risk losing your ship. Beware that especially large UFO&#039;s can critically hit and almost one-shot your Interceptors, so losing one is sometimes unavoidable.&lt;br /&gt;
&lt;br /&gt;
==Weapons Rebalance==&lt;br /&gt;
In Squadron Unleashed, by default all air weapons are hugely rebalanced. They get somewhat random bonuses or penalties by going Short or Long distance, can fit to only Primary or only Secondary weapon slot, or have limited ammo. In the recommended (or alternate) configuration, we try to preserve the original Long War air weapons balance.&lt;br /&gt;
&lt;br /&gt;
===Long vs Short Distance===&lt;br /&gt;
In vanilla Long War, you have no control over the distance, as it plays literally no role there. It is selected automatically based on the equipped weapon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range Weapons&#039;&#039;&#039; are: Vulcan Cannon, Phoenix Cannon, Laser Cannon, EMP Cannon.&lt;br /&gt;
*&#039;&#039;&#039;Long Range Weapons&#039;&#039;&#039; are: Avalanche Missiles, Stingray Missiles, Plasma Cannon, Fusion Lance.&lt;br /&gt;
*&#039;&#039;&#039;UFO Weapons&#039;&#039;&#039; do equally well at both ranges.&lt;br /&gt;
&lt;br /&gt;
Now distance is of critical importance in Squadron Unleashed. By default, UFO&#039;s get huge +20 Aim bonus towards Short range ships, making Short range weapons severely disadvantaged. Not only that, but also the fact that Short range weapons cannot shoot Long range at all (hardcoded), while Long range weapons can always shoot Short: they either get a penalty to Aim or sometimes even a bonus Aim. With the default setup, you might quite often see your ships playing sitting ducks not shooting at all, just taking damage. You don&#039;t want this to happen at all. I think the weapons are pretty well balanced in vanilla LW - no need for such drastic changes.&lt;br /&gt;
&lt;br /&gt;
Thus I recommend to change the defaults, so that all weapons are Long range, making sure they can fire. They will all fire with no penalty at Long range. The player can then decide to go close with any weapon for an Aim bonus, at the cost of being targeted by UFO(s) with the same bonus! This way the vanilla balance between weapons is maintained, still the player has a choice to switch ranges.&lt;br /&gt;
&lt;br /&gt;
For Vulcan Cannon though, as it was added and it will never be the only weapon, let&#039;s make an exception and leave it as the only Short range weapon, which cannot fire long.&lt;br /&gt;
&lt;br /&gt;
===Primary vs Secondary===&lt;br /&gt;
In the default settings, some weapons fit only Primary slot, while others fit only Secondary slot, with the exception of Plasma Cannon, which fits both slots. There is no reason for such restrictions, with some exceptions: &lt;br /&gt;
&lt;br /&gt;
*The Vulcan Cannon is hard-coded for Secondary slot only.&lt;br /&gt;
*The starting Avalanche and Stingray Missiles should go to Primary slot only, otherwise the Vulcan Cannon would serve no purpose - why not go double Avalanche then? The early game would then be unbalanced.&lt;br /&gt;
*The Fusion Lance is Primary only; it&#039;s a very late game and also very rare weapon which would be a waste to fit into Secondary slot and also way too powerful to fit both. It is so large that a ship - Firestorm only - can only carry one such weapon, that makes sense.&lt;br /&gt;
*All other weapons should fit both slots, as there is no reason for them not to.&lt;br /&gt;
&lt;br /&gt;
There are two configuration parameters worth mentioning here: XCOM_DMG_MODIFIER_GLOBAL and SECONDARY_WPN_DMG_MOD. As now all weapons can fit Primary slot (except the added Vulcan), the Secondary slot can be thought as simply unnecessary additional weapon, doing only half damage. You may as well leave the Vulcan Cannon there for the whole game for all ships not using the Secondary slot at all. It would simply serve as an added bonus for going close. Or use it only when you can afford it. After all, the weapons are quite expensive for all ships to have two. To balance this out, we leave the global modifier at 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Parameter&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XCOM_DMG_MODIFIER_GLOBAL&#039;&#039;&#039;||0.7||1.0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SECONDARY_WPN_DMG_MOD&#039;&#039;&#039;||1.0||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
So, you can run out of ammo by default. Then what? One would expect an automatic Abort, so the ship is not a sitting duck. We really don&#039;t want that. Unfortunately with the default settings, we get a sitting duck. I think the concept of air weapons ammo is really an unnecessary addition. Now some weapons have limited ammo, some unlimited. If we want to stick with Long War weapon balance, limited ammo makes it impossible to achieve, so we set all ammo to unlimited.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make an exception for Vulcan Cannon though, as it&#039;s not present in vanilla, it&#039;s never the only weapon equipped, it&#039;s basically just a bonus to going close, so we leave it with its 12 ammo.&lt;br /&gt;
&lt;br /&gt;
===Recommended Config Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Weapon Slot&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Distance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimMod&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimModClose&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulcan&#039;&#039;&#039;||Secondary||Secondary||short||short||0||rowspan=9|0||0||rowspan=9|0||12||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avalanche&#039;&#039;&#039;||Primary||Primary||long||rowspan=8|long||0||-15||5||rowspan=8|&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stingray&#039;&#039;&#039;||Primary||Primary||long||0||-15||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix&#039;&#039;&#039;||Secondary||Both||short||0||0||10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma&#039;&#039;&#039;||Both||Both||long||-20||20||15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039;||Primary||Primary||long||0||20||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|N/A||long||0||20||&amp;amp;infin;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
iAimMod is an Aim modifier under all circumstances. iAimModClose is Aim modifier when the ship is Short range. So at Short range, these bonuses stack. We then set AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5. With recommended settings, this will be applied to all weapons except Vulcan for close range.&lt;br /&gt;
&lt;br /&gt;
So here is the recommended weapons table. You can copy-paste it to your config file (DefaultSquadronUnleashed.ini).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5		;applied to ALL non-short-distance weapons at close range, including UFO weapons&lt;br /&gt;
&lt;br /&gt;
;Vulcan Cannon: short range - will NEVER fit primary slot (ignores bPrimary setting) - this is hardcoded to avoid CTDs and overall bugs with &amp;quot;none&amp;quot; primary weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=0,  bPrimary=FALSE, bSecondary=TRUE,  bClose=true,  iAmmo=12, RearmHours=6,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Phoenix: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=1,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Stingray: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=2,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Avalanche: long range - will ALWAYS fit primary slot (ignores bPrimary setting) - this is hardcoded cause new ships have this as starting weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=3,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Laser: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=4,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Plasma: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=5,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;EMP: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=6,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Fusion: both ranges&lt;br /&gt;
ShipWeapons=(iWeaponType=7,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma I&lt;br /&gt;
ShipWeapons=(iWeaponType=8,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma II&lt;br /&gt;
ShipWeapons=(iWeaponType=9,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO_Fusion&lt;br /&gt;
ShipWeapons=(iWeaponType=10, bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilot Careers==&lt;br /&gt;
Career means different bonuses as pilots gain levels. They are detailed in the following table. To get a level, the pilot must gain both the required XP and kills (either proper kills or team kills). There are 3 careers defined: ACE, GUNNER, and LEADER. Though careers can be changed, it is best to choose the pilot&#039;s career at F.O. level and leave it at that for the entire game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Title&#039;&#039;&#039;||&#039;&#039;&#039;XP Req.&#039;&#039;&#039;||&#039;&#039;&#039;Kills Req.&#039;&#039;&#039;||&#039;&#039;&#039;+Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Def&#039;&#039;&#039;||&#039;&#039;&#039;+Damage&#039;&#039;&#039;||&#039;&#039;&#039;Sq.Size&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Def&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|any||F.O.||0||0||0||0||0||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;ACE&#039;&#039;&#039;||Lt.||200||1||4||4||0||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||8||0||2||0||0||Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||12||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||16||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||20||0||4||0||0||Maverick&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||Lt.||200||1||4||0||10%||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||0||20%||2||0||0||Slash&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||0||30%||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||0||40%||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||0||50%||3||0||0||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||Lt.||200||1||0||0||0||3||2||2||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||0||0||0||5||4||4||Maestro&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||0||0||0||6||6||6||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||0||0||0||6||8||8||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||0||0||0||6||10||10||Wingman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To compensate for these bonuses, pilots only get +1 Aim per kill (down from +3) with a +20 Aim maximum (down from +30). With UFO squadrons, kills requirement is rarely a limiting factor.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are unique bonuses pilots gain at Captain and Commander levels, depending on chosen career. The two traits stack - the combined bonuses are displayed in the table. By default, certain traits are very powerful, but with many complicated limitations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;amp;nbsp;||colspan=2|Recommended||colspan=2|Default&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;ACE&#039;&#039;&#039;||&#039;&#039;&#039;Ninja&#039;&#039;&#039;||+10 Dodge||none||+20 Dodge||DEF stance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maverick&#039;&#039;&#039;||+20 Dodge, +10 Def||Firestorm, DEF stance||+30 Dodge, +20 Def||Firestorm, BAL stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||&#039;&#039;&#039;Slash&#039;&#039;&#039;||+20% Crit Dmg||none||+25% Damage||close range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammer&#039;&#039;&#039;||+40% Crit Dmg, +20% Crit Chance||Firestorm, AGG stance||+25% Damage, +50% Crit Dmg, +10% Crit Chance||Firestorm, AGG stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||&#039;&#039;&#039;Maestro&#039;&#039;&#039;||+5s contact time||none||+5s contact time||none&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wingman&#039;&#039;&#039;||+10s contact time, +5 Sq.Aim, +5 Sq.Def||Firestorm, BAL stance||+5s contact time, +10 Sq.Aim, +10 Sq.Def||Firestorm, Sq Size exactly 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just copy-paste this trait table into your config file to have cleanly defined and only moderately powerful traits, as in the above table.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;career ACE&lt;br /&gt;
;NINJA - gains extra +10 dodge (stacks with DEF_JET_DODGE_CHANCE)&lt;br /&gt;
m_PilotTraits=(iTraitType=2, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=2)&lt;br /&gt;
&lt;br /&gt;
;MAVERICK - requires FIRESTORM and DEF stance: gains +10 def and +10 dodge (for a total +20 dodge)&lt;br /&gt;
m_PilotTraits=(iTraitType=4, iBonusDef=10, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=4, bFireStorm=TRUE, iTactic=2)&lt;br /&gt;
&lt;br /&gt;
;career GUNNER&lt;br /&gt;
;SLASH - gains +20% crit dmg&lt;br /&gt;
m_PilotTraits=(iTraitType=1, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=1)&lt;br /&gt;
&lt;br /&gt;
;HAMMER - requires FIRESTORM and AGG stance: grants +20% crit chance and +20% crit dmg (for a total +40% crit dmg)&lt;br /&gt;
m_PilotTraits=(iTraitType=6, iBonusCritChance=20, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=6, bFireStorm=TRUE, iTactic=1)&lt;br /&gt;
&lt;br /&gt;
;career LEADER&lt;br /&gt;
;MAESTRO - gives +5s contact time always&lt;br /&gt;
m_PilotTraits=(iTraitType=3, iBonusTime=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=3)&lt;br /&gt;
&lt;br /&gt;
;WINGMAN - requires FIRESTORM and BAL stance: grants +5s contact time (for a total +10s contact time), extra +5 aim and +5 def for the squadron&lt;br /&gt;
m_PilotTraits=(iTraitType=5, iBonusTime=5, iBonusTeamAim=5, iBonusTeamDef=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=5, bFireStorm=TRUE, iTactic=0) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New in 1.10==&lt;br /&gt;
===Team Kills===&lt;br /&gt;
Pilots receive Team Kills as a shared percentage 1/N, where N is the number of ships in a squadron. This is separate from Kills, displayed in parenthesis after Kills, rounded down. Team Kills only matter for promotions - a pilot requires to have either Kills or Team Kills at least 6 to be promoted to Major, for example. This allows Leaders to have the same promotion scheme as other careers. Team Kills do not increase Aim or Damage, only Kills do.&lt;br /&gt;
&lt;br /&gt;
===UFO Squadrons===&lt;br /&gt;
Depending on [[Threat (Long War)|XCOM Threat]] and Number of Ships on a continent, aliens will deploy 0-3 extra UFOs to protect the main UFO performing an [[Alien Missions (Long War)|Alien Misison]]. The formula is Min(3, XComThreat + NumOfShipsOnContinent - 5), where XComThreat is 0-4, NumOfShips is 0-6. Aliens also need to reach certain [[Alien Research (Long War)|Alien Research]] and have enough [[Alien Resources (Long War)|Alien Resources]] level to launch specific escorts (configurable). Escorts always pick Aggressive stance (by default), and grant some extra engagement time. Killing escorts only grants experience and kills for pilots, they do not provide any cash or alloys (by default), and never spawn a crash site.&lt;br /&gt;
&lt;br /&gt;
Important facts not mentioned in mod description:&lt;br /&gt;
* The escort UFOs can only be Scout, Fighter, Raider or Destroyer, nothing bigger is possible (though you can configure in bigger escorts).&lt;br /&gt;
* By default, you always get the maximum escorts possible, so if you have 4+ ships on continent and 4 Threat, expect 3 escorts with every UFO.&lt;br /&gt;
* By default, all the escorts are always the same highest type as Alien Research and Alien Resource levels allows.&lt;br /&gt;
* Ships going Short range get hit by everyone - including the main UFO! - while at Long range you fight all Ufo&#039;s one at a time.&lt;br /&gt;
* Ufo&#039;s not directly targeted by XCOM don&#039;t get Close range bonus when they fire at a Close range ship.&lt;br /&gt;
* Escort is never a bigger class UFO than the main ship (Raiders/Destroyers will not escort a Scout/Fighter even if alien research and resource levels would allow that)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Research&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;||90||90||1||1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;||270||180||2||2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;||90||270||3||3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||270||360||3||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is recommended way to configure the UFO Squadrons (1.10):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Scout&lt;br /&gt;
PossibleEscort=(iUFOType=4, iReqResearch=90, iReqResourceLvl=1)&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
PossibleEscort=(iUFOType=10, iReqResearch=180, iReqResourceLvl=2)&lt;br /&gt;
&lt;br /&gt;
;Raider&lt;br /&gt;
PossibleEscort=(iUFOType=11, iReqResearch=270, iReqResourceLvl=3)&lt;br /&gt;
&lt;br /&gt;
;Destroyer&lt;br /&gt;
PossibleEscort=(iUFOType=5, iReqResearch=360, iReqResourceLvl=4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Randomization Options====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set TRUE below to make the number of escorts randomized in range 0-N rather than set to N always (N is max escorts before clamping to max 3)&lt;br /&gt;
RANDOMIZE_NUMBER_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow the escort consists of different types of UFO (eg. 1 Fighter + 2 Raiders) - the requirements for Research/Resources must still be met for the type to be available&lt;br /&gt;
RANDOMIZE_TYPE_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow random stance for escorts (otherwise escorts are always AGG)&lt;br /&gt;
RANDOMIZE_STANCE_OF_ESCORTS=true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I recommend to set the options to true to add more variation to UFO escorts.&lt;br /&gt;
&lt;br /&gt;
====Escort Rewards====&lt;br /&gt;
It makes sense that when the other UFOs provide cash and small amount of alloys rewards, why not escorts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set to TRUE to enable rewards for the escorts (FALSE by default)&lt;br /&gt;
ENABLE_ESCORT_REWARDS=true&lt;br /&gt;
;Scout / Fighter&lt;br /&gt;
EscortReward=(iCategory=1, iCash=100, iAlloy=4)&lt;br /&gt;
;Raider / Destroyer&lt;br /&gt;
EscortReward=(iCategory=2, iCash=200, iAlloy=6)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Config Changes==&lt;br /&gt;
&amp;lt;pre&amp;gt;;VulcanCannon=(eType=eShipWeapon_None, iDamage=45, iArmorPen=0, iToHit=25, iAvionicsBonus=10, iCooldown=40)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don&#039;t forget to comment out this line. The default setting (Phoenix Cannon stats but with 0 ArmorPen and 75% of Phoenix&#039; damage) is better.&lt;br /&gt;
&amp;lt;pre&amp;gt;VulcanCannon=(eType=eShipWeapon_None, iDamage=105, iArmorPen=0, iToHit=40, iAvionicsBonus=10, iCooldown=75)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;InterceptionTweakOn=true&lt;br /&gt;
INTERCEPTION_TWEAK_SCALER=1.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows for longer battles with less damage to both ships and UFO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TIME_SLOMO_FACTOR=0.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slow the battles down so you can actually influence anything during them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_JET_FORCE_HIT_CHANCE=20&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep symmetry with DEF_JET_DODGE_CHANCE. These is no reason for this to be higher. Then we also get the lone bullets back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_UFO_AIM_BONUS=15&lt;br /&gt;
AGG_UFO_SPEED_DOWN=0.67&lt;br /&gt;
AGG_UFO_FIRERATE_BOOST=1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep things rather symmetric. The double fire rate for AGG UFO is just too much, causing you to ignore all such UFOs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;LONE_BULLET_CHANCE_BAL=10&lt;br /&gt;
LONE_BULLET_CHANCE_AGG=20&lt;br /&gt;
LONE_BULLET_DMG_MOD=0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
The lone bullet mechanic was abandoned from Squadron Unleashed 1. I like it back, however toned down, to balance things out. So now AGG/BAL ships have 20%/10% chance to be hit by a missed UFO shot for 50% damage. I believe only 1 ship could be hit like that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AIM_BONUS_VS_LARGE_UFO=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
15 is little too much. There is no reason to make battles against large UFO so much easier compared to vanilla LW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;EXTRA_DMG_PCT_PER_KILL=0.0101&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is not to add damage (0.0001 is nothing), but for display purposes. So 1 kill gets displayed as +1% dmg, not 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DAMAGED_JET_AIM_PENALTY=15&amp;lt;/pre&amp;gt;&lt;br /&gt;
With 25 Aim penalty, damaged ships are basically unusable. If ships damaged during combat also get this penalty, it should definitely not be that high. 15 is just the standard bonus/penalty, so we keep it simple here. Alternately, set this to 0, but then don&#039;t allow using damaged ships for new interceptions, getting vanilla behavior (set DAMAGED_JET_HP_PCT_CAN_FIGHT=1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MIN_SQUADRON_SIZE=1&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make sure to set this to 1 to avoid any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_RECOVER_AFTER_COMBAT_HOURS=8&amp;lt;/pre&amp;gt;&lt;br /&gt;
Makes it more realistic. Pilots needs some rest after combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_SURVIVAL_CHANCE_PER_RANK=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
Losing experienced pilots is very painful. This translates to 100% survival at Cmdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;XP_PER_ENGAGMEMENT_SECOND=1&lt;br /&gt;
XP_FOR_KILL_SHOT=20&lt;br /&gt;
XP_FOR_WIN=10&lt;br /&gt;
XP_FOR_HIT=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the introduction of UFO squadrons, the XP gains need to be toned down, as there are much more shoot down opportunities. This also means the Training Center investments serve any purpose at all.&lt;br /&gt;
&lt;br /&gt;
==Just Squadrons==&lt;br /&gt;
Need more vanilla Long War? Don&#039;t want to bother with all the new features, just want to see XCOM and UFO squadrons to play it out? Look no further:&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/823&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120079</id>
		<title>User:Riw/SquadronUnleashed</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120079"/>
		<updated>2024-10-24T13:45:52Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|60}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadron Unleashed&#039;&#039;&#039;, or &#039;&#039;&#039;Squadron Unleashed 2&#039;&#039;&#039; is a Long War mod by &#039;&#039;szmind&#039;&#039; which greatly enhances the air game. In short: multiple ships can engage UFO&#039;s, they have two weapons equipped, they can go short/long range at user&#039;s request or automatically as defined. Pilots are separated from ships, they gain experience, choose career paths, and gain unique traits. They also get experience outside combat, in the Training Center. From version 1.10, also UFO&#039;s can get escorts, meaning multiple ships engage on both sides! Basically, it should have been part of Long War in the first place, and you are missing a lot by not installing it.&lt;br /&gt;
&lt;br /&gt;
You can download and also read some basic documentation here: https://www.nexusmods.com/xcom/mods/809. Current version: 1.13.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
It is probably true that the Mod overall gets the air game easier compared to vanilla, as you get multiple ships engaging single UFO, you get two weapons per ship, pilots get more powerful as they level up, and you get more control during the air combat. It is balanced somewhat by UFO&#039;s getting bonus Aim for Short range, ships getting Aim penalty for being damaged in combat, Credit costs for pilots (and Training Center, but you can choose to ignore that), pilots getting only +1 Aim per kill, and adding XP requirements for pilots to level up.&lt;br /&gt;
&lt;br /&gt;
The Mod is highly configurable though, so for example setting UFO_HP_MODIFIER_GLOBAL=1.5 should get you roughly the vanilla difficulty.&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Weapon==&lt;br /&gt;
&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039; - is available from the start, in an unlimited quantity, has stats of [[Air Combat (Long War)#Interceptor_Weapons|Phoenix Cannon]] but with only 75% damage and no Armor Penetration. It is a Short range weapon - it can&#039;t fire at Long range by default. This weapon is Secondary slot only, it can&#039;t fit in the Primary slot. Furthermore it is limited to 12 shots per engagement.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
You start the game with 4 Interceptors, already equipped with Avalanche Missiles in the Primary slots and Vulcan Cannons in the Secondary slots, and 4 pilots already assigned to the Interceptors.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
After the Mod is properly installed, the Hangar menu appears with 4 items.&lt;br /&gt;
&lt;br /&gt;
===View Aircraft List===&lt;br /&gt;
&#039;&#039;View and edit all fighter craft owned by XCOM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides access to the management of XCOM air forces (ships). Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Interceptors&#039;&#039;&#039; Delivery time is 3 days, cost is 200 Credits (150 with NA continent bonus). It comes equipped with Avalanche Missiles and Vulcan Cannon, and no pilot assigned initially.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your ships by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring a ship from one continent to another takes 36 hours.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific ship&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; performance characteristic of the ship&#039;s equipped Primary and Secondary weapon, and the ship itself.&lt;br /&gt;
**&#039;&#039;&#039;Re-equip&#039;&#039;&#039; both Primary and Secondary weapon - note that you cannot remove a weapon - all ships are always equipped with two weapons. Equipping Avalanche or Stingray Missiles takes 12 hours, Vulcan Cannon 6 hours, other weapons take 7 days to equip.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Ship&#039;&#039;&#039; - beware that the installed weapons disappear, but the pilot will just become unassigned. You should probably never do that.&lt;br /&gt;
**&#039;&#039;&#039;Change Pilot&#039;&#039;&#039; - you can assign new pilot from the Pilot Roster to the ship, or you can Remove the pilot from the ship. Note there is no rename option: ships have no names, only pilots do. All ships with no assigned pilot are just referred to as &#039;&#039;--NO PILOT ASSIGNED--&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===View Pilot Roster===&lt;br /&gt;
&#039;&#039;Manage your pilots, assign career paths, transfer between continents&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is a list of your pilots, independent of your ships. Note there is a monthly costs of your pilots displayed in the upper part (by default each pilot costs 1 Credit per month) - this cost is NOT displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu. Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Pilot&#039;&#039;&#039; New pilot appears immediately, but starts working after 24 hours. The cost for hiring 1 pilot is 10 Credits (configurable). The new pilot starts at level 0 (F.O.) with zero experience and kills, and has no ship assigned.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your pilots by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 10 pilots (configurable). Transferring a pilot from one continent to another takes 24 hours. Note that if you transfer a pilot which is assigned to a ship, he is first unassigned and then transferred, leaving the ship with no pilot assigned.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific pilot&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; the pilot&#039;s current stats, such as days of service, number of interceptions, total interception time, kills, experience, chosen career (at the top), current bonuses to Aim, Defense, Damage, Squadron Size (the number of ships he can command), Squadron Aim, Squadron Defense, and his Traits and their limitations if any.&lt;br /&gt;
**&#039;&#039;&#039;Rename&#039;&#039;&#039; the Pilot. You can create custom names for pilots just like for soldiers. You have to confirm the rename after pressing the Close button.&lt;br /&gt;
**&#039;&#039;&#039;Custom Voice&#039;&#039;&#039; There are around 17 voices to select from. You can even have female pilots!&lt;br /&gt;
**&#039;&#039;&#039;Change Career&#039;&#039;&#039;. As pilots gain experience and UFO kills, they earn levels (level 0=F.O., level 1=Lt, level 2=Cpt, 3=Maj, 4=Col, 5=Cmdr). From the Lieutenant level, their air combat skills differ based on chosen career. Pilots can choose to pursue one of the three different careers: ACE, GUNNER, or LEADER. ACE is the default career. Each career focuses on different aspect of air combat: ACE focuses on Aim and Defense, GUNNER on Aim and Damage, and LEADER on Aim and Defense of the whole squadron, and squadron Size. Changing a career at Lieutenant level or later is possible, but it will mean the pilot will be unavailable for 7 days plus 7 days per level already obtained. More details on careers later.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Pilot&#039;&#039;&#039; - Simply removes the pilot from the roster, saving 1 Credit per month. You should probably never do that.&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Combat Tactic===&lt;br /&gt;
&#039;&#039;Adjust combat tactics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you just define how the ships behave in air combat, based on selected stance (Aggressive, Balanced, Defensive) as selected before each air engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-back off, Auto-abort&#039;&#039;&#039;. By default, ships will Auto-back off at 67/50/25 (DEF/BAL/AGG) percent of their HP. Backing-off means going Long range if the ship was Short range. Ships will Auto-abort (disengage from combat) at 33%/25%/10% of HP (DEF/BAL/AGG). You can define any values here, my recommendation is being a little more cautious: DEF: 70-35 BAL: 50-25 AGG: 30-15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Combat Close.&#039;&#039;&#039; This means go Short range immediately at the start of combat. It is by default ON for AGG and BAL stances. Fortunately from 1.08, you can choose starting distance before engagement. Remember to always do that! Even if this is turned off and you leave &amp;quot;Auto&amp;quot; at UFO Contact screen, it actually selects distance according to DPS. If you use all Long weapons as is recommended, this will always be Close as you get small bonus Aim for Close distance. You might still want to start Long most of the time, especially against UFO Squadrons, so make sure you manually select Long distance before every engagement!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Stance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Back-off&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Abort&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Start Close&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEF&#039;&#039;&#039; || 67% || 70% || 33% || 35% || OFF || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BAL&#039;&#039;&#039; || 50% || 50% || 25% || 25% || ON || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AGG&#039;&#039;&#039; || 25% || 30% || 10% || 15% || ON || OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Training Guidelines===&lt;br /&gt;
&#039;&#039;Adjust training guidelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you define the Training Center parameters. It has 4 parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle XP Bonus&#039;&#039;&#039; defines how many XP does a pilot gain per training cycle spent in the Training Center.&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle Duration&#039;&#039;&#039; defines how long in days the training cycle lasts.&lt;br /&gt;
*&#039;&#039;&#039;Training Center Capacity&#039;&#039;&#039; defines how many pilots can train simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Upper Limit of XP&#039;&#039;&#039; defines the upper XP limit a pilot can be trained to. For example, if the limit is 200 XP, bonus is 20 XP and the pilot already has 190 XP, he can train but will only gain 10 XP at the end (up to the limit) instead of 20 XP.&lt;br /&gt;
&lt;br /&gt;
The first two parameters are defined by &#039;&#039;Training Programs&#039;&#039;; &#039;&#039;Training Facilities&#039;&#039; determine the Capacity, and finally &#039;&#039;Training Staff&#039;&#039; determines the XP Limit. Increasing Training Programs (level 0-4) cost Credits, increasing Training Facilities (level 0-5) costs both Credits and monthly Credits, increasing Training Staff (level 0-5) costs only monthly Credits. This can also be downgraded to save on monthly costs. Note that the total monthly Credit costs is displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu next to the Hangar item (the first item in the list).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRAINING CENTER&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Upgrade Cost&#039;&#039;&#039;||&#039;&#039;&#039;Monthly Cost&#039;&#039;&#039;||&#039;&#039;&#039;XP Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Duration&#039;&#039;&#039;||&#039;&#039;&#039;Capacity&#039;&#039;&#039;||&#039;&#039;&#039;XP Limit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;Training Programs&#039;&#039;&#039;||0||0||rowspan=5|0||20||20||rowspan=5|--||rowspan=5|--&lt;br /&gt;
|-&lt;br /&gt;
|1||50||25||18&lt;br /&gt;
|-&lt;br /&gt;
|2||150||30||15&lt;br /&gt;
|-&lt;br /&gt;
|3||300||35||13&lt;br /&gt;
|-&lt;br /&gt;
|4||500||40||10&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Facilities&#039;&#039;&#039;||0||0||0||rowspan=6|--||rowspan=6|--||3||rowspan=6|--&lt;br /&gt;
|-&lt;br /&gt;
|1||100||5||4&lt;br /&gt;
|-&lt;br /&gt;
|2||300||15||6&lt;br /&gt;
|-&lt;br /&gt;
|3||500||25||8&lt;br /&gt;
|-&lt;br /&gt;
|4||700||35||10&lt;br /&gt;
|-&lt;br /&gt;
|5||900||45||12&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Staff&#039;&#039;&#039;||0||rowspan=6|0||0||rowspan=6|--||rowspan=6|--||rowspan=6|--||200&lt;br /&gt;
|-&lt;br /&gt;
|1||20||400&lt;br /&gt;
|-&lt;br /&gt;
|2||40||700&lt;br /&gt;
|-&lt;br /&gt;
|3||60||1100&lt;br /&gt;
|-&lt;br /&gt;
|4||80||1600&lt;br /&gt;
|-&lt;br /&gt;
|5||100||2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is best to do any changes to the Training Center in the last day of a month, since all changes are applied only from the beginning of the next month. Also note that any ongoing training cycle uses old levels even in the new month. Only new training cycles in the new month use the new levels.&lt;br /&gt;
&lt;br /&gt;
===Training Center===&lt;br /&gt;
&#039;&#039;Sign-up pilots for additional training when idle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you finally sign-up pilots for training. Pilots on training can engage in air combat normally, their training will just be paused. Their training is also paused when they recover after combat (by default 1 hour only), when they are on transfer to another continent, or when they are injured.&lt;br /&gt;
&lt;br /&gt;
You can remove pilots from training, but no XP is then gained. Usually there is no reason to do so.&lt;br /&gt;
&lt;br /&gt;
==Before Air Combat==&lt;br /&gt;
On UFO Contact Screen, you can choose which ship or ships would engage the UFO(s). If the selected ship has no pilot assigned, you are given a choice to assign a pilot, otherwise the ship cannot be used. The maximum number of ships for current engagement is defined by the best Squadron Size parameter of selected pilots.&lt;br /&gt;
&lt;br /&gt;
===Ship Card===&lt;br /&gt;
There are 3 buttons on a ship card:&lt;br /&gt;
*&#039;&#039;&#039;Stance&#039;&#039;&#039;: DEF, BAL, AGG. As in vanilla Long War, this defines whether the ship prioritizes UFO destruction (AGG) or safety (DEF). Basically, DEF means -15 Aim but +20% Dodge (20% chance to change hit into miss), AGG means +15 Aim but 25% chance to change miss into hit (recommended to change to this to 20% in the configuration (AGG_JET_FORCE_HIT_CHANCE) to keep symmetry). Stances have also defined maximum hit chance that can ever be achieved - this is 75%/85%/95% DEF/BAL/AGG.&lt;br /&gt;
*&#039;&#039;&#039;Weapons used&#039;&#039;&#039;. Use both, only Primary, or only Secondary. Well, the author says that disabling a weapon might lead to longer engagement leading to more XP, or that disabling high damage weapon would increase the chance of UFO not being destroyed but shot down, or that by going EMP Cannon only means less alien artifacts will be destroyed. While all this is true, the main goal in every engagement is to outgun and destroy the UFO as fast as possible while suffering ideally no damage to your ships. So you should definitely always use both your weapons, no exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Distance&#039;&#039;&#039;. Select the ship&#039;s starting distance. Can be Short, Long, or Auto. Auto sets the starting distance according to better DPS, if the Start Close option is off. This will actually always be Close if you use the recommended vanilla LW weapons balance. Beware Close range ships are primary UFO targets and even get targeted by the whole UFO squadrons with bonus aim! So remember to set this before every engagement!&lt;br /&gt;
&lt;br /&gt;
===Aggro===&lt;br /&gt;
Ship type, equipped weapons, stance, and Defense stat all contribute to the ship&#039;s Aggro stat, which is also displayed on the ship&#039;s card, next to ship&#039;s other stats like DPS, Aim, Defense. How exactly is Aggro computed is explained in the documentation and tutorials. The UFO will target a ship that is Close (=Short range), then one with highest Aggro.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
One of the pilots in the squadron may be designed as Leader, indicated by a golden star. This pilot then provides bonuses to Aim, Defense, and possibly also contact time to the whole squadron. If you select another pilot who can provide better bonuses, then this pilot will become the new Leader. However, even without a designated Leader, the squadron works just fine, only there will be no squadron bonuses. Unlike Squadron Unleashed 1, the UFO will not target the Leader particularly, as it has other preferences (distance and Aggro). If the Leader aborts or is shot down though, the bonuses are lost. Note that despite there may be another pilot who allows for bigger squadron size, the Leader will be the one who provides best squadron bonuses.&lt;br /&gt;
&lt;br /&gt;
===UFO Stance===&lt;br /&gt;
UFO also picks a stance, randomly. You are informed about the UFO&#039;s stance on UFO Contact Screen, along with other UFO information (number, location, altitude, size, type, HP, escorts). Aggressive UFO is more dangerous - expect higher than normal risk of getting damaged. It increases the engagement time by 50%. Defensive UFO has lower damage potential but is also harder to shoot down. The engagement time is reduced by 33%.&lt;br /&gt;
&lt;br /&gt;
After everything is set, press the &#039;&#039;&#039;Launch Fighter(s)&#039;&#039;&#039; button to start engagement.&lt;br /&gt;
&lt;br /&gt;
==During Air Combat==&lt;br /&gt;
In vanilla Long War, the only thing you can do during Air Combat is to use [[Air Combat (Long War)#Modules|Modules]] or Abort the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
In Squadron Unleashed 2, you can also manage the ship&#039;s distance. Select the ship by clicking it, then double click to change distance from Long to Short or vice versa. Alternatively, use Up/Down keys to select ship then Left/Right keys to change distance. Ships will also change distance automatically (basically just go Long) based on the settings in Combat Tactics. Space or Enter keys abort. Aborting is valid for the active ship only; the engagement continues until either party is destroyed/shot down or if all ships aborted. Modules are used by all ships. &lt;br /&gt;
&lt;br /&gt;
If a ship is shot down by the UFO, it is destroyed together with both its weapons. However, the pilot can survive. The chance is 50% at F.O. +5% for each pilot level, but Cmdrs survive always. If the pilot survives, there is another 50% chance that he will be injured - thus unavailable for both training and combat - for 14 days.&lt;br /&gt;
&lt;br /&gt;
Generally you should avoid losing your ships, especially if equipped with expensive weapons. It is always better to Abort the engagement and let the UFO go, than risk losing your ship. Beware that especially large UFO&#039;s can critically hit and almost one-shot your Interceptors, so losing one is sometimes unavoidable.&lt;br /&gt;
&lt;br /&gt;
==Weapons Rebalance==&lt;br /&gt;
In Squadron Unleashed, by default all air weapons are hugely rebalanced. They get somewhat random bonuses or penalties by going Short or Long distance, can fit to only Primary or only Secondary weapon slot, or have limited ammo. In the recommended (or alternate) configuration, we try to preserve the original Long War air weapons balance.&lt;br /&gt;
&lt;br /&gt;
===Long vs Short Distance===&lt;br /&gt;
In vanilla Long War, you have no control over the distance, as it plays literally no role there. It is selected automatically based on the equipped weapon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range Weapons&#039;&#039;&#039; are: Vulcan Cannon, Phoenix Cannon, Laser Cannon, EMP Cannon.&lt;br /&gt;
*&#039;&#039;&#039;Long Range Weapons&#039;&#039;&#039; are: Avalanche Missiles, Stingray Missiles, Plasma Cannon, Fusion Lance.&lt;br /&gt;
*&#039;&#039;&#039;UFO Weapons&#039;&#039;&#039; do equally well at both ranges.&lt;br /&gt;
&lt;br /&gt;
Now distance is of critical importance in Squadron Unleashed. By default, UFO&#039;s get huge +20 Aim bonus towards Short range ships, making Short range weapons severely disadvantaged. Not only that, but also the fact that Short range weapons cannot shoot Long range at all (hardcoded), while Long range weapons can always shoot Short: they either get a penalty to Aim or sometimes even a bonus Aim. With the default setup, you might quite often see your ships playing sitting ducks not shooting at all, just taking damage. You don&#039;t want this to happen at all. I think the weapons are pretty well balanced in vanilla LW - no need for such drastic changes.&lt;br /&gt;
&lt;br /&gt;
Thus I recommend to change the defaults, so that all weapons are Long range, making sure they can fire. They will all fire with no penalty at Long range. The player can then decide to go close with any weapon for an Aim bonus, at the cost of being targeted by UFO(s) with the same bonus! This way the vanilla balance between weapons is maintained, still the player has a choice to switch ranges.&lt;br /&gt;
&lt;br /&gt;
For Vulcan Cannon though, as it was added and it will never be the only weapon, let&#039;s make an exception and leave it as the only Short range weapon, which cannot fire long.&lt;br /&gt;
&lt;br /&gt;
===Primary vs Secondary===&lt;br /&gt;
In the default settings, some weapons fit only Primary slot, while others fit only Secondary slot, with the exception of Plasma Cannon, which fits both slots. There is no reason for such restrictions, with some exceptions: &lt;br /&gt;
&lt;br /&gt;
*The Vulcan Cannon is hard-coded for Secondary slot only.&lt;br /&gt;
*The starting Avalanche and Stingray Missiles should go to Primary slot only, otherwise the Vulcan Cannon would serve no purpose - why not go double Avalanche then? The early game would then be unbalanced.&lt;br /&gt;
*The Fusion Lance is Primary only; it&#039;s a very late game and also very rare weapon which would be a waste to fit into Secondary slot and also way too powerful to fit both. It is so large that a ship - Firestorm only - can only carry one such weapon, that makes sense.&lt;br /&gt;
*All other weapons should fit both slots, as there is no reason for them not to.&lt;br /&gt;
&lt;br /&gt;
There are two configuration parameters worth mentioning here: XCOM_DMG_MODIFIER_GLOBAL and SECONDARY_WPN_DMG_MOD. As now all weapons can fit Primary slot (except the added Vulcan), the Secondary slot can be thought as simply unnecessary additional weapon, doing only half damage. You may as well leave the Vulcan Cannon there for the whole game for all ships not using the Secondary slot at all. It would simply serve as an added bonus for going close. Or use it only when you can afford it. After all, the weapons are quite expensive for all ships to have two. To balance this out, we leave the global modifier at 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Parameter&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XCOM_DMG_MODIFIER_GLOBAL&#039;&#039;&#039;||0.7||1.0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SECONDARY_WPN_DMG_MOD&#039;&#039;&#039;||1.0||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
So, you can run out of ammo by default. Then what? One would expect an automatic Abort, so the ship is not a sitting duck. We really don&#039;t want that. Unfortunately with the default settings, we get a sitting duck. I think the concept of air weapons ammo is really an unnecessary addition. Now some weapons have limited ammo, some unlimited. If we want to stick with Long War weapon balance, limited ammo makes it impossible to achieve, so we set all ammo to unlimited.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make an exception for Vulcan Cannon though, as it&#039;s not present in vanilla, it&#039;s never the only weapon equipped, it&#039;s basically just a bonus to going close, so we leave it with its 12 ammo.&lt;br /&gt;
&lt;br /&gt;
===Recommended Config Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Weapon Slot&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Distance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimMod&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimModClose&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulcan&#039;&#039;&#039;||Secondary||Secondary||short||short||0||rowspan=9|0||0||rowspan=9|0||12||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avalanche&#039;&#039;&#039;||Primary||Primary||long||rowspan=8|long||0||-15||5||rowspan=8|&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stingray&#039;&#039;&#039;||Primary||Primary||long||0||-15||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix&#039;&#039;&#039;||Secondary||Both||short||0||0||10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma&#039;&#039;&#039;||Both||Both||long||-20||20||15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039;||Primary||Primary||long||0||20||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|N/A||long||0||20||&amp;amp;infin;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
iAimMod is an Aim modifier under all circumstances. iAimModClose is Aim modifier when the ship is Short range. So at Short range, these bonuses stack. We then set AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5. With recommended settings, this will be applied to all weapons except Vulcan for close range.&lt;br /&gt;
&lt;br /&gt;
So here is the recommended weapons table. You can copy-paste it to your config file (DefaultSquadronUnleashed.ini).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5		;applied to ALL non-short-distance weapons at close range, including UFO weapons&lt;br /&gt;
&lt;br /&gt;
;Vulcan Cannon: short range - will NEVER fit primary slot (ignores bPrimary setting) - this is hardcoded to avoid CTDs and overall bugs with &amp;quot;none&amp;quot; primary weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=0,  bPrimary=FALSE, bSecondary=TRUE,  bClose=true,  iAmmo=12, RearmHours=6,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Phoenix: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=1,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Stingray: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=2,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Avalanche: long range - will ALWAYS fit primary slot (ignores bPrimary setting) - this is hardcoded cause new ships have this as starting weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=3,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Laser: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=4,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Plasma: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=5,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;EMP: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=6,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Fusion: both ranges&lt;br /&gt;
ShipWeapons=(iWeaponType=7,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma I&lt;br /&gt;
ShipWeapons=(iWeaponType=8,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma II&lt;br /&gt;
ShipWeapons=(iWeaponType=9,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO_Fusion&lt;br /&gt;
ShipWeapons=(iWeaponType=10, bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilot Careers==&lt;br /&gt;
Career means different bonuses as pilots gain levels. They are detailed in the following table. To get a level, the pilot must gain both the required XP and kills (either proper kills or team kills). There are 3 careers defined: ACE, GUNNER, and LEADER. Though careers can be changed, it is best to choose the pilot&#039;s career at F.O. level and leave it at that for the entire game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Title&#039;&#039;&#039;||&#039;&#039;&#039;XP Req.&#039;&#039;&#039;||&#039;&#039;&#039;Kills Req.&#039;&#039;&#039;||&#039;&#039;&#039;+Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Def&#039;&#039;&#039;||&#039;&#039;&#039;+Damage&#039;&#039;&#039;||&#039;&#039;&#039;Sq.Size&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Def&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|any||F.O.||0||0||0||0||0||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;ACE&#039;&#039;&#039;||Lt.||200||1||4||4||0||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||8||0||2||0||0||Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||12||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||16||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||20||0||4||0||0||Maverick&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||Lt.||200||1||4||0||10%||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||0||20%||2||0||0||Slash&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||0||30%||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||0||40%||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||0||50%||3||0||0||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||Lt.||200||1||0||0||0||3||2||2||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||0||0||0||5||4||4||Maestro&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||0||0||0||6||6||6||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||0||0||0||6||8||8||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||0||0||0||6||10||10||Wingman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To compensate for these bonuses, pilots only get +1 Aim per kill (down from +3) with a +20 Aim maximum (down from +30). With UFO squadrons, kills requirement is rarely a limiting factor.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are unique bonuses pilots gain at Captain and Commander levels, depending on chosen career. The two traits stack - the combined bonuses are displayed in the table. By default, certain traits are very powerful, but with many complicated limitations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;amp;nbsp;||colspan=2|Recommended||colspan=2|Default&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;ACE&#039;&#039;&#039;||&#039;&#039;&#039;Ninja&#039;&#039;&#039;||+10 Dodge||none||+20 Dodge||DEF stance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maverick&#039;&#039;&#039;||+20 Dodge, +10 Def||Firestorm, DEF stance||+30 Dodge, +20 Def||Firestorm, BAL stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||&#039;&#039;&#039;Slash&#039;&#039;&#039;||+20% Crit Dmg||none||+25% Damage||close range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammer&#039;&#039;&#039;||+40% Crit Dmg, +20% Crit Chance||Firestorm, AGG stance||+25% Damage, +50% Crit Dmg, +10% Crit Chance||Firestorm, AGG stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||&#039;&#039;&#039;Maestro&#039;&#039;&#039;||+5s contact time||none||+5s contact time||none&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wingman&#039;&#039;&#039;||+10s contact time, +5 Sq.Aim, +5 Sq.Def||Firestorm, BAL stance||+5s contact time, +10 Sq.Aim, +10 Sq.Def||Firestorm, Sq Size exactly 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just copy-paste this trait table into your config file to have cleanly defined and only moderately powerful traits, as in the above table.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;career ACE&lt;br /&gt;
;NINJA - gains extra +10 dodge (stacks with DEF_JET_DODGE_CHANCE)&lt;br /&gt;
m_PilotTraits=(iTraitType=2, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=2)&lt;br /&gt;
&lt;br /&gt;
;MAVERICK - requires FIRESTORM and DEF stance: gains +10 def and +10 dodge (for a total +20 dodge)&lt;br /&gt;
m_PilotTraits=(iTraitType=4, iBonusDef=10, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=4, bFireStorm=TRUE, iTactic=2)&lt;br /&gt;
&lt;br /&gt;
;career GUNNER&lt;br /&gt;
;SLASH - gains +20% crit dmg&lt;br /&gt;
m_PilotTraits=(iTraitType=1, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=1)&lt;br /&gt;
&lt;br /&gt;
;HAMMER - requires FIRESTORM and AGG stance: grants +20% crit chance and +20% crit dmg (for a total +40% crit dmg)&lt;br /&gt;
m_PilotTraits=(iTraitType=6, iBonusCritChance=20, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=6, bFireStorm=TRUE, iTactic=1)&lt;br /&gt;
&lt;br /&gt;
;career LEADER&lt;br /&gt;
;MAESTRO - gives +5s contact time always&lt;br /&gt;
m_PilotTraits=(iTraitType=3, iBonusTime=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=3)&lt;br /&gt;
&lt;br /&gt;
;WINGMAN - requires FIRESTORM and BAL stance: grants +5s contact time (for a total +10s contact time), extra +5 aim and +5 def for the squadron&lt;br /&gt;
m_PilotTraits=(iTraitType=5, iBonusTime=5, iBonusTeamAim=5, iBonusTeamDef=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=5, bFireStorm=TRUE, iTactic=0) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New in 1.10==&lt;br /&gt;
===Team Kills===&lt;br /&gt;
Pilots receive Team Kills as a shared percentage 1/N, where N is the number of ships in a squadron. This is separate from Kills, displayed in parenthesis after Kills, rounded down. Team Kills only matter for promotions - a pilot requires to have either Kills or Team Kills at least 5 to be promoted to Major, for example. This allows Leaders to have the same promotion scheme as other careers. Team Kills do not increase Aim or Damage, only Kills do.&lt;br /&gt;
&lt;br /&gt;
===UFO Squadrons===&lt;br /&gt;
Depending on [[Threat (Long War)|XCOM Threat]] and Number of Ships on a continent, aliens will deploy 0-3 extra UFOs to protect the main UFO performing an [[Alien Missions (Long War)|Alien Misison]]. The formula is Min(3, XComThreat + NumOfShipsOnContinent - 5), where XComThreat is 0-4, NumOfShips is 0-6. Aliens also need to reach certain [[Alien Research (Long War)|Alien Research]] and have enough [[Alien Resources (Long War)|Alien Resources]] level to launch specific escorts (configurable). Escorts always pick Aggressive stance (by default), and grant some extra engagement time. Killing escorts only grants experience and kills for pilots, they do not provide any cash or alloys (by default), and never spawn a crash site.&lt;br /&gt;
&lt;br /&gt;
Important facts not mentioned in mod description:&lt;br /&gt;
* The escort UFOs can only be Scout, Fighter, Raider or Destroyer, nothing bigger is possible (though you can configure in bigger escorts).&lt;br /&gt;
* By default, you always get the maximum escorts possible, so if you have 4+ ships on continent and 4 Threat, expect 3 escorts with every UFO.&lt;br /&gt;
* By default, all the exports are always the same highest type as Alien Research and Alien Resource levels allows.&lt;br /&gt;
* Ships going Short range get hit by everyone - including the main UFO! - while at Long range you fight all Ufo&#039;s one at a time.&lt;br /&gt;
* Ufo&#039;s not directly targeted by XCOM don&#039;t get Close range bonus when they fire at a Close range ship.&lt;br /&gt;
* Escort is never a bigger class UFO than the main ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Research&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;||90||90||1||1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;||270||180||2||2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;||90||270||3||3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||270||360||3||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is recommended way to configure the UFO Squadrons (1.10):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Scout&lt;br /&gt;
PossibleEscort=(iUFOType=4, iReqResearch=90, iReqResourceLvl=1)&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
PossibleEscort=(iUFOType=10, iReqResearch=180, iReqResourceLvl=2)&lt;br /&gt;
&lt;br /&gt;
;Raider&lt;br /&gt;
PossibleEscort=(iUFOType=11, iReqResearch=270, iReqResourceLvl=3)&lt;br /&gt;
&lt;br /&gt;
;Destroyer&lt;br /&gt;
PossibleEscort=(iUFOType=5, iReqResearch=360, iReqResourceLvl=4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Randomization Options====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set TRUE below to make the number of escorts randomized in range 0-N rather than set to N always (N is max escorts before clamping to max 3)&lt;br /&gt;
RANDOMIZE_NUMBER_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow the escort consists of different types of UFO (eg. 1 Fighter + 2 Raiders) - the requirements for Research/Resources must still be met for the type to be available&lt;br /&gt;
RANDOMIZE_TYPE_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow random stance for escorts (otherwise escorts are always AGG)&lt;br /&gt;
RANDOMIZE_STANCE_OF_ESCORTS=true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I recommend to set the options to true to add more variation to UFO escorts.&lt;br /&gt;
&lt;br /&gt;
====Escort Rewards====&lt;br /&gt;
It makes sense that when the other UFOs provide cash and small amount of alloys rewards, why not escorts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set to TRUE to enable rewards for the escorts (FALSE by default)&lt;br /&gt;
ENABLE_ESCORT_REWARDS=true&lt;br /&gt;
;Scout / Fighter&lt;br /&gt;
EscortReward=(iCategory=1, iCash=100, iAlloy=4)&lt;br /&gt;
;Raider / Destroyer&lt;br /&gt;
EscortReward=(iCategory=2, iCash=200, iAlloy=6)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Config Changes==&lt;br /&gt;
&amp;lt;pre&amp;gt;;VulcanCannon=(eType=eShipWeapon_None, iDamage=45, iArmorPen=0, iToHit=25, iAvionicsBonus=10, iCooldown=40)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don&#039;t forget to comment out this line. The default setting (Phoenix Cannon stats but with 0 ArmorPen and 75% of Phoenix&#039; damage) is better.&lt;br /&gt;
&amp;lt;pre&amp;gt;VulcanCannon=(eType=eShipWeapon_None, iDamage=105, iArmorPen=0, iToHit=40, iAvionicsBonus=10, iCooldown=75)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;InterceptionTweakOn=true&lt;br /&gt;
INTERCEPTION_TWEAK_SCALER=1.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows for longer battles with less damage to both ships and UFO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TIME_SLOMO_FACTOR=0.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slow the battles down so you can actually influence anything during them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_JET_FORCE_HIT_CHANCE=20&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep symmetry with DEF_JET_DODGE_CHANCE. These is no reason for this to be higher. Then we also get the lone bullets back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_UFO_AIM_BONUS=15&lt;br /&gt;
AGG_UFO_SPEED_DOWN=0.67&lt;br /&gt;
AGG_UFO_FIRERATE_BOOST=1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep things rather symmetric. The double fire rate for AGG UFO is just too much, causing you to ignore all such UFOs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;LONE_BULLET_CHANCE_BAL=10&lt;br /&gt;
LONE_BULLET_CHANCE_AGG=20&lt;br /&gt;
LONE_BULLET_DMG_MOD=0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
The lone bullet mechanic was abandoned from Squadron Unleashed 1. I like it back, however toned down, to balance things out. So now AGG/BAL ships have 20%/10% chance to be hit by a missed UFO shot for 50% damage. I believe only 1 ship could be hit like that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AIM_BONUS_VS_LARGE_UFO=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
15 is little too much. There is no reason to make battles against large UFO so much easier compared to vanilla LW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;EXTRA_DMG_PCT_PER_KILL=0.0101&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is not to add damage (0.0001 is nothing), but for display purposes. So 1 kill gets displayed as +1% dmg, not 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DAMAGED_JET_AIM_PENALTY=15&amp;lt;/pre&amp;gt;&lt;br /&gt;
With 25 Aim penalty, damaged ships are basically unusable. If ships damaged during combat also get this penalty, it should definitely not be that high. 15 is just the standard bonus/penalty, so we keep it simple here. Alternately, set this to 0, but then don&#039;t allow using damaged ships for new interceptions, getting vanilla behavior (set DAMAGED_JET_HP_PCT_CAN_FIGHT=1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MIN_SQUADRON_SIZE=1&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make sure to set this to 1 to avoid any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_RECOVER_AFTER_COMBAT_HOURS=8&amp;lt;/pre&amp;gt;&lt;br /&gt;
Makes it more realistic. Pilots needs some rest after combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_SURVIVAL_CHANCE_PER_RANK=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
Losing experienced pilots is very painful. This translates to 100% survival at Cmdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;XP_PER_ENGAGMEMENT_SECOND=1&lt;br /&gt;
XP_FOR_KILL_SHOT=20&lt;br /&gt;
XP_FOR_WIN=10&lt;br /&gt;
XP_FOR_HIT=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the introduction of UFO squadrons, the XP gains need to be toned down, as there are much more shoot down opportunities. This also means the Training Center investments serve any purpose at all.&lt;br /&gt;
&lt;br /&gt;
==Just Squadrons==&lt;br /&gt;
Need more vanilla Long War? Don&#039;t want to bother with all the new features, just want to see XCOM and UFO squadrons to play it out? Look no further:&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/823&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120078</id>
		<title>User:Riw/SquadronUnleashed</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed&amp;diff=120078"/>
		<updated>2024-10-24T13:27:17Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Toc (Long War)|60}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squadron Unleashed&#039;&#039;&#039;, or &#039;&#039;&#039;Squadron Unleashed 2&#039;&#039;&#039; is a Long War mod by &#039;&#039;szmind&#039;&#039; which greatly enhances the air game. In short: multiple ships can engage UFO&#039;s, they have two weapons equipped, they can go short/long range at user&#039;s request or automatically as defined. Pilots are separated from ships, they gain experience, choose career paths, and gain unique traits. They also get experience outside combat, in the Training Center. From version 1.10, also UFO&#039;s can get escorts, meaning multiple ships engage on both sides! Basically, it should have been part of Long War in the first place, and you are missing a lot by not installing it.&lt;br /&gt;
&lt;br /&gt;
You can download and also read some basic documentation here: https://www.nexusmods.com/xcom/mods/809. Current version: 1.13.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
It is probably true that the Mod overall gets the air game easier compared to vanilla, as you get multiple ships engaging single UFO, you get two weapons per ship, pilots get more powerful as they level up, and you get more control during the air combat. It is balanced somewhat by UFO&#039;s getting bonus Aim for Short range, ships getting Aim penalty for being damaged in combat, Credit costs for pilots (and Training Center, but you can choose to ignore that), pilots getting only +1 Aim per kill, and adding XP requirements for pilots to level up.&lt;br /&gt;
&lt;br /&gt;
The Mod is highly configurable though, so for example setting UFO_HP_MODIFIER_GLOBAL=1.5 should get you roughly the vanilla difficulty.&lt;br /&gt;
&lt;br /&gt;
==New Aircraft Weapon==&lt;br /&gt;
&#039;&#039;&#039;Vulcan Cannon&#039;&#039;&#039; - is available from the start, in an unlimited quantity, has stats of [[Air Combat (Long War)#Interceptor_Weapons|Phoenix Cannon]] but with only 75% damage and no Armor Penetration. It is a Short range weapon - it can&#039;t fire at Long range by default. This weapon is Secondary slot only, it can&#039;t fit in the Primary slot. Furthermore it is limited to 12 shots per engagement.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
You start the game with 4 Interceptors, already equipped with Avalanche Missiles in the Primary slots and Vulcan Cannons in the Secondary slots, and 4 pilots already assigned to the Interceptors.&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
After the Mod is properly installed, the Hangar menu appears with 4 items.&lt;br /&gt;
&lt;br /&gt;
===View Aircraft List===&lt;br /&gt;
&#039;&#039;View and edit all fighter craft owned by XCOM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This provides access to the management of XCOM air forces (ships). Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Interceptors&#039;&#039;&#039; Delivery time is 3 days, cost is 200 Credits (150 with NA continent bonus). It comes equipped with Avalanche Missiles and Vulcan Cannon, and no pilot assigned initially.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your ships by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring a ship from one continent to another takes 36 hours.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific ship&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; performance characteristic of the ship&#039;s equipped Primary and Secondary weapon, and the ship itself.&lt;br /&gt;
**&#039;&#039;&#039;Re-equip&#039;&#039;&#039; both Primary and Secondary weapon - note that you cannot remove a weapon - all ships are always equipped with two weapons. Equipping Avalanche or Stingray Missiles takes 12 hours, Vulcan Cannon 6 hours, other weapons take 7 days to equip.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Ship&#039;&#039;&#039; - beware that the installed weapons disappear, but the pilot will just become unassigned. You should probably never do that.&lt;br /&gt;
**&#039;&#039;&#039;Change Pilot&#039;&#039;&#039; - you can assign new pilot from the Pilot Roster to the ship, or you can Remove the pilot from the ship. Note there is no rename option: ships have no names, only pilots do. All ships with no assigned pilot are just referred to as &#039;&#039;--NO PILOT ASSIGNED--&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===View Pilot Roster===&lt;br /&gt;
&#039;&#039;Manage your pilots, assign career paths, transfer between continents&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This is a list of your pilots, independent of your ships. Note there is a monthly costs of your pilots displayed in the upper part (by default each pilot costs 1 Credit per month) - this cost is NOT displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu. Possible operations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order new Pilot&#039;&#039;&#039; New pilot appears immediately, but starts working after 24 hours. The cost for hiring 1 pilot is 10 Credits (configurable). The new pilot starts at level 0 (F.O.) with zero experience and kills, and has no ship assigned.&lt;br /&gt;
*&#039;&#039;&#039;Distribution of your pilots by continent&#039;&#039;&#039; There are 5 continents, each of which can have up to 10 pilots (configurable). Transferring a pilot from one continent to another takes 24 hours. Note that if you transfer a pilot which is assigned to a ship, he is first unassigned and then transferred, leaving the ship with no pilot assigned.&lt;br /&gt;
*&#039;&#039;&#039;Selecting a specific pilot&#039;&#039;&#039; opens its menu, in which you can:&lt;br /&gt;
**&#039;&#039;&#039;View&#039;&#039;&#039; the pilot&#039;s current stats, such as days of service, number of interceptions, total interception time, kills, experience, chosen career (at the top), current bonuses to Aim, Defense, Damage, Squadron Size (the number of ships he can command), Squadron Aim, Squadron Defense, and his Traits and their limitations if any.&lt;br /&gt;
**&#039;&#039;&#039;Rename&#039;&#039;&#039; the Pilot. You can create custom names for pilots just like for soldiers. You have to confirm the rename after pressing the Close button.&lt;br /&gt;
**&#039;&#039;&#039;Custom Voice&#039;&#039;&#039; There are around 17 voices to select from. You can even have female pilots!&lt;br /&gt;
**&#039;&#039;&#039;Change Career&#039;&#039;&#039;. As pilots gain experience and UFO kills, they earn levels (level 0=F.O., level 1=Lt, level 2=Cpt, 3=Maj, 4=Col, 5=Cmdr). From the Lieutenant level, their air combat skills differ based on chosen career. Pilots can choose to pursue one of the three different careers: ACE, GUNNER, or LEADER. ACE is the default career. Each career focuses on different aspect of air combat: ACE focuses on Aim and Defense, GUNNER on Aim and Damage, and LEADER on Aim and Defense of the whole squadron, and squadron Size. Changing a career at Lieutenant level or later is possible, but it will mean the pilot will be unavailable for 7 days plus 7 days per level already obtained. More details on careers later.&lt;br /&gt;
**&#039;&#039;&#039;Dismiss Pilot&#039;&#039;&#039; - Simply removes the pilot from the roster, saving 1 Credit per month. You should probably never do that.&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Combat Tactic===&lt;br /&gt;
&#039;&#039;Adjust combat tactics.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you just define how the ships behave in air combat, based on selected stance (Aggressive, Balanced, Defensive) as selected before each air engagement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto-back off, Auto-abort&#039;&#039;&#039;. By default, ships will Auto-back off at 67/50/25 (DEF/BAL/AGG) percent of their HP. Backing-off means going Long range if the ship was Short range. Ships will Auto-abort (disengage from combat) at 33%/25%/10% of HP (DEF/BAL/AGG). You can define any values here, my recommendation is being a little more cautious: DEF: 70-35 BAL: 50-25 AGG: 30-15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Combat Close.&#039;&#039;&#039; This means go Short range immediately at the start of combat. It is by default ON for AGG and BAL stances. Fortunately from 1.08, you can choose starting distance before engagement. Remember to always do that! Even if this is turned off and you leave &amp;quot;Auto&amp;quot; at UFO Contact screen, it actually selects distance according to DPS. If you use all Long weapons as is recommended, this will always be Close as you get small bonus Aim for Close distance. You might still want to start Long most of the time, especially against UFO Squadrons, so make sure you manually select Long distance before every engagement!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Stance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Back-off&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Abort&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Start Close&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DEF&#039;&#039;&#039; || 67% || 70% || 33% || 35% || OFF || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;BAL&#039;&#039;&#039; || 50% || 50% || 25% || 25% || ON || OFF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AGG&#039;&#039;&#039; || 25% || 30% || 10% || 15% || ON || OFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Force HQ - Training Guidelines===&lt;br /&gt;
&#039;&#039;Adjust training guidelines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you define the Training Center parameters. It has 4 parameters:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle XP Bonus&#039;&#039;&#039; defines how many XP does a pilot gain per training cycle spent in the Training Center.&lt;br /&gt;
*&#039;&#039;&#039;Training Cycle Duration&#039;&#039;&#039; defines how long in days the training cycle lasts.&lt;br /&gt;
*&#039;&#039;&#039;Training Center Capacity&#039;&#039;&#039; defines how many pilots can train simultaneously.&lt;br /&gt;
*&#039;&#039;&#039;Upper Limit of XP&#039;&#039;&#039; defines the upper XP limit a pilot can be trained to. For example, if the limit is 200 XP, bonus is 20 XP and the pilot already has 190 XP, he can train but will only gain 10 XP at the end (up to the limit) instead of 20 XP.&lt;br /&gt;
&lt;br /&gt;
The first two parameters are defined by &#039;&#039;Training Programs&#039;&#039;; &#039;&#039;Training Facilities&#039;&#039; determine the Capacity, and finally &#039;&#039;Training Staff&#039;&#039; determines the XP Limit. Increasing Training Programs (level 0-4) cost Credits, increasing Training Facilities (level 0-5) costs both Credits and monthly Credits, increasing Training Staff (level 0-5) costs only monthly Credits. This can also be downgraded to save on monthly costs. Note that the total monthly Credit costs is displayed in the &#039;&#039;View XCOM Finances&#039;&#039; menu next to the Hangar item (the first item in the list).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TRAINING CENTER&#039;&#039;&#039;||&#039;&#039;&#039;Level&#039;&#039;&#039;||&#039;&#039;&#039;Upgrade Cost&#039;&#039;&#039;||&#039;&#039;&#039;Monthly Cost&#039;&#039;&#039;||&#039;&#039;&#039;XP Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Duration&#039;&#039;&#039;||&#039;&#039;&#039;Capacity&#039;&#039;&#039;||&#039;&#039;&#039;XP Limit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;Training Programs&#039;&#039;&#039;||0||0||rowspan=5|0||20||20||rowspan=5|--||rowspan=5|--&lt;br /&gt;
|-&lt;br /&gt;
|1||50||25||18&lt;br /&gt;
|-&lt;br /&gt;
|2||150||30||15&lt;br /&gt;
|-&lt;br /&gt;
|3||300||35||13&lt;br /&gt;
|-&lt;br /&gt;
|4||500||40||10&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Facilities&#039;&#039;&#039;||0||0||0||rowspan=6|--||rowspan=6|--||3||rowspan=6|--&lt;br /&gt;
|-&lt;br /&gt;
|1||100||5||4&lt;br /&gt;
|-&lt;br /&gt;
|2||300||15||6&lt;br /&gt;
|-&lt;br /&gt;
|3||500||25||8&lt;br /&gt;
|-&lt;br /&gt;
|4||700||35||10&lt;br /&gt;
|-&lt;br /&gt;
|5||900||45||12&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=6|&#039;&#039;&#039;Training Staff&#039;&#039;&#039;||0||rowspan=6|0||0||rowspan=6|--||rowspan=6|--||rowspan=6|--||200&lt;br /&gt;
|-&lt;br /&gt;
|1||20||400&lt;br /&gt;
|-&lt;br /&gt;
|2||40||700&lt;br /&gt;
|-&lt;br /&gt;
|3||60||1100&lt;br /&gt;
|-&lt;br /&gt;
|4||80||1600&lt;br /&gt;
|-&lt;br /&gt;
|5||100||2200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is best to do any changes to the Training Center in the last day of a month, since all changes are applied only from the beginning of the next month. Also note that any ongoing training cycle uses old levels even in the new month. Only new training cycles in the new month use the new levels.&lt;br /&gt;
&lt;br /&gt;
===Training Center===&lt;br /&gt;
&#039;&#039;Sign-up pilots for additional training when idle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here you finally sign-up pilots for training. Pilots on training can engage in air combat normally, their training will just be paused. Their training is also paused when they recover after combat (by default 1 hour only), when they are on transfer to another continent, or when they are injured.&lt;br /&gt;
&lt;br /&gt;
You can remove pilots from training, but no XP is then gained. Usually there is no reason to do so.&lt;br /&gt;
&lt;br /&gt;
==Before Air Combat==&lt;br /&gt;
On UFO Contact Screen, you can choose which ship or ships would engage the UFO(s). If the selected ship has no pilot assigned, you are given a choice to assign a pilot, otherwise the ship cannot be used. The maximum number of ships for current engagement is defined by the best Squadron Size parameter of selected pilots.&lt;br /&gt;
&lt;br /&gt;
===Ship Card===&lt;br /&gt;
There are 3 buttons on a ship card:&lt;br /&gt;
*&#039;&#039;&#039;Stance&#039;&#039;&#039;: DEF, BAL, AGG. As in vanilla Long War, this defines whether the ship prioritizes UFO destruction (AGG) or safety (DEF). Basically, DEF means -15 Aim but +20% Dodge (20% chance to change hit into miss), AGG means +15 Aim but 25% chance to change miss into hit (recommended to change to this to 20% in the configuration (AGG_JET_FORCE_HIT_CHANCE) to keep symmetry). Stances have also defined maximum hit chance that can ever be achieved - this is 75%/85%/95% DEF/BAL/AGG.&lt;br /&gt;
*&#039;&#039;&#039;Weapons used&#039;&#039;&#039;. Use both, only Primary, or only Secondary. Well, the author says that disabling a weapon might lead to longer engagement leading to more XP, or that disabling high damage weapon would increase the chance of UFO not being destroyed but shot down, or that by going EMP Cannon only means less alien artifacts will be destroyed. While all this is true, the main goal in every engagement is to outgun and destroy the UFO as fast as possible while suffering ideally no damage to your ships. So you should definitely always use both your weapons, no exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Distance&#039;&#039;&#039;. Select the ship&#039;s starting distance. Can be Short, Long, or Auto. Auto sets the starting distance according to better DPS, if the Start Close option is off. This will actually always be Close if you use the recommended vanilla LW weapons balance. Beware Close range ships are primary UFO targets and even get targeted by the whole UFO squadrons with bonus aim! So remember to set this before every engagement!&lt;br /&gt;
&lt;br /&gt;
===Aggro===&lt;br /&gt;
Ship type, equipped weapons, stance, and Defense stat all contribute to the ship&#039;s Aggro stat, which is also displayed on the ship&#039;s card, next to ship&#039;s other stats like DPS, Aim, Defense. How exactly is Aggro computed is explained in the documentation and tutorials. The UFO will target a ship that is Close (=Short range), then one with highest Aggro.&lt;br /&gt;
&lt;br /&gt;
===Leader===&lt;br /&gt;
One of the pilots in the squadron may be designed as Leader, indicated by a golden star. This pilot then provides bonuses to Aim, Defense, and possibly also contact time to the whole squadron. If you select another pilot who can provide better bonuses, then this pilot will become the new Leader. However, even without a designated Leader, the squadron works just fine, only there will be no squadron bonuses. Unlike Squadron Unleashed 1, the UFO will not target the Leader particularly, as it has other preferences (distance and Aggro). If the Leader aborts or is shot down though, the bonuses are lost. Note that despite there may be another pilot who allows for bigger squadron size, the Leader will be the one who provides best squadron bonuses.&lt;br /&gt;
&lt;br /&gt;
===UFO Stance===&lt;br /&gt;
UFO also picks a stance, randomly. You are informed about the UFO&#039;s stance on UFO Contact Screen, along with other UFO information (number, location, altitude, size, type, HP, escorts). Aggressive UFO is more dangerous - expect higher than normal risk of getting damaged. It increases the engagement time by 50%. Defensive UFO has lower damage potential but is also harder to shoot down. The engagement time is reduced by 33%.&lt;br /&gt;
&lt;br /&gt;
After everything is set, press the &#039;&#039;&#039;Launch Fighter(s)&#039;&#039;&#039; button to start engagement.&lt;br /&gt;
&lt;br /&gt;
==During Air Combat==&lt;br /&gt;
In vanilla Long War, the only thing you can do during Air Combat is to use [[Air Combat (Long War)#Modules|Modules]] or Abort the engagement entirely. &lt;br /&gt;
&lt;br /&gt;
In Squadron Unleashed 2, you can also manage the ship&#039;s distance. Select the ship by clicking it, then double click to change distance from Long to Short or vice versa. Alternatively, use Up/Down keys to select ship then Left/Right keys to change distance. Ships will also change distance automatically (basically just go Long) based on the settings in Combat Tactics. Space or Enter keys abort. Aborting is valid for the active ship only; the engagement continues until either party is destroyed/shot down or if all ships aborted. Modules are used by all ships. &lt;br /&gt;
&lt;br /&gt;
If a ship is shot down by the UFO, it is destroyed together with both its weapons. However, the pilot can survive. The chance is 50% at F.O. +5% for each pilot level, but Cmdrs survive always. If the pilot survives, there is another 50% chance that he will be injured - thus unavailable for both training and combat - for 14 days.&lt;br /&gt;
&lt;br /&gt;
Generally you should avoid losing your ships, especially if equipped with expensive weapons. It is always better to Abort the engagement and let the UFO go, than risk losing your ship. Beware that especially large UFO&#039;s can critically hit and almost one-shot your Interceptors, so losing one is sometimes unavoidable.&lt;br /&gt;
&lt;br /&gt;
==Weapons Rebalance==&lt;br /&gt;
In Squadron Unleashed, by default all air weapons are hugely rebalanced. They get somewhat random bonuses or penalties by going Short or Long distance, can fit to only Primary or only Secondary weapon slot, or have limited ammo. In the recommended (or alternate) configuration, we try to preserve the original Long War air weapons balance.&lt;br /&gt;
&lt;br /&gt;
===Long vs Short Distance===&lt;br /&gt;
In vanilla Long War, you have no control over the distance, as it plays literally no role there. It is selected automatically based on the equipped weapon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range Weapons&#039;&#039;&#039; are: Vulcan Cannon, Phoenix Cannon, Laser Cannon, EMP Cannon.&lt;br /&gt;
*&#039;&#039;&#039;Long Range Weapons&#039;&#039;&#039; are: Avalanche Missiles, Stingray Missiles, Plasma Cannon, Fusion Lance.&lt;br /&gt;
*&#039;&#039;&#039;UFO Weapons&#039;&#039;&#039; do equally well at both ranges.&lt;br /&gt;
&lt;br /&gt;
Now distance is of critical importance in Squadron Unleashed. By default, UFO&#039;s get huge +20 Aim bonus towards Short range ships, making Short range weapons severely disadvantaged. Not only that, but also the fact that Short range weapons cannot shoot Long range at all (hardcoded), while Long range weapons can always shoot Short: they either get a penalty to Aim or sometimes even a bonus Aim. With the default setup, you might quite often see your ships playing sitting ducks not shooting at all, just taking damage. You don&#039;t want this to happen at all. I think the weapons are pretty well balanced in vanilla LW - no need for such drastic changes.&lt;br /&gt;
&lt;br /&gt;
Thus I recommend to change the defaults, so that all weapons are Long range, making sure they can fire. They will all fire with no penalty at Long range. The player can then decide to go close with any weapon for an Aim bonus, at the cost of being targeted by UFO(s) with the same bonus! This way the vanilla balance between weapons is maintained, still the player has a choice to switch ranges.&lt;br /&gt;
&lt;br /&gt;
For Vulcan Cannon though, as it was added and it will never be the only weapon, let&#039;s make an exception and leave it as the only Short range weapon, which cannot fire long.&lt;br /&gt;
&lt;br /&gt;
===Primary vs Secondary===&lt;br /&gt;
In the default settings, some weapons fit only Primary slot, while others fit only Secondary slot, with the exception of Plasma Cannon, which fits both slots. There is no reason for such restrictions, with some exceptions: &lt;br /&gt;
&lt;br /&gt;
*The Vulcan Cannon is hard-coded for Secondary slot only.&lt;br /&gt;
*The starting Avalanche and Stingray Missiles should go to Primary slot only, otherwise the Vulcan Cannon would serve no purpose - why not go double Avalanche then? The early game would then be unbalanced.&lt;br /&gt;
*The Fusion Lance is Primary only; it&#039;s a very late game and also very rare weapon which would be a waste to fit into Secondary slot and also way too powerful to fit both. It is so large that a ship - Firestorm only - can only carry one such weapon, that makes sense.&lt;br /&gt;
*All other weapons should fit both slots, as there is no reason for them not to.&lt;br /&gt;
&lt;br /&gt;
There are two configuration parameters worth mentioning here: XCOM_DMG_MODIFIER_GLOBAL and SECONDARY_WPN_DMG_MOD. As now all weapons can fit Primary slot (except the added Vulcan), the Secondary slot can be thought as simply unnecessary additional weapon, doing only half damage. You may as well leave the Vulcan Cannon there for the whole game for all ships not using the Secondary slot at all. It would simply serve as an added bonus for going close. Or use it only when you can afford it. After all, the weapons are quite expensive for all ships to have two. To balance this out, we leave the global modifier at 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Parameter&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XCOM_DMG_MODIFIER_GLOBAL&#039;&#039;&#039;||0.7||1.0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SECONDARY_WPN_DMG_MOD&#039;&#039;&#039;||1.0||0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
So, you can run out of ammo by default. Then what? One would expect an automatic Abort, so the ship is not a sitting duck. We really don&#039;t want that. Unfortunately with the default settings, we get a sitting duck. I think the concept of air weapons ammo is really an unnecessary addition. Now some weapons have limited ammo, some unlimited. If we want to stick with Long War weapon balance, limited ammo makes it impossible to achieve, so we set all ammo to unlimited.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s make an exception for Vulcan Cannon though, as it&#039;s not present in vanilla, it&#039;s never the only weapon equipped, it&#039;s basically just a bonus to going close, so we leave it with its 12 ammo.&lt;br /&gt;
&lt;br /&gt;
===Recommended Config Settings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;Weapon&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Weapon Slot&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Distance&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimMod&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;iAimModClose&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vulcan&#039;&#039;&#039;||Secondary||Secondary||short||short||0||rowspan=9|0||0||rowspan=9|0||12||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Avalanche&#039;&#039;&#039;||Primary||Primary||long||rowspan=8|long||0||-15||5||rowspan=8|&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stingray&#039;&#039;&#039;||Primary||Primary||long||0||-15||5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phoenix&#039;&#039;&#039;||Secondary||Both||short||0||0||10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma&#039;&#039;&#039;||Both||Both||long||-20||20||15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP&#039;&#039;&#039;||Secondary||Both||short||0||0||&amp;amp;infin;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion&#039;&#039;&#039;||Primary||Primary||long||0||20||12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|N/A||long||0||20||&amp;amp;infin;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
iAimMod is an Aim modifier under all circumstances. iAimModClose is Aim modifier when the ship is Short range. So at Short range, these bonuses stack. We then set AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5. With recommended settings, this will be applied to all weapons except Vulcan for close range.&lt;br /&gt;
&lt;br /&gt;
So here is the recommended weapons table. You can copy-paste it to your config file (DefaultSquadronUnleashed.ini).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AIM_BONUS_CLOSE_DISTANCE_GLOBAL=5		;applied to ALL non-short-distance weapons at close range, including UFO weapons&lt;br /&gt;
&lt;br /&gt;
;Vulcan Cannon: short range - will NEVER fit primary slot (ignores bPrimary setting) - this is hardcoded to avoid CTDs and overall bugs with &amp;quot;none&amp;quot; primary weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=0,  bPrimary=FALSE, bSecondary=TRUE,  bClose=true,  iAmmo=12, RearmHours=6,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Phoenix: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=1,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Stingray: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=2,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Avalanche: long range - will ALWAYS fit primary slot (ignores bPrimary setting) - this is hardcoded cause new ships have this as starting weapon&lt;br /&gt;
ShipWeapons=(iWeaponType=3,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=12, iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Laser: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=4,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Plasma: long range&lt;br /&gt;
ShipWeapons=(iWeaponType=5,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;EMP: short range&lt;br /&gt;
ShipWeapons=(iWeaponType=6,  bPrimary=TRUE,  bSecondary=TRUE,  bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;Fusion: both ranges&lt;br /&gt;
ShipWeapons=(iWeaponType=7,  bPrimary=TRUE,  bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma I&lt;br /&gt;
ShipWeapons=(iWeaponType=8,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO Plasma II&lt;br /&gt;
ShipWeapons=(iWeaponType=9,  bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
;UFO_Fusion&lt;br /&gt;
ShipWeapons=(iWeaponType=10, bPrimary=FALSE, bSecondary=FALSE, bClose=false, iAmmo=-1, RearmHours=0,  iAimMod=0, iAimModClose=0, iCritChanceMod=0, fDmgMod=0.0, iDmgMod=0, fCritDmgMod=0.0, iCritDmgMod=0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pilot Careers==&lt;br /&gt;
Career means different bonuses as pilots gain levels. They are detailed in the following table. To get a level, the pilot must gain both the required XP and kills (either proper kills or team kills). There are 3 careers defined: ACE, GUNNER, and LEADER. Though careers can be changed, it is best to choose the pilot&#039;s career at F.O. level and leave it at that for the entire game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Title&#039;&#039;&#039;||&#039;&#039;&#039;XP Req.&#039;&#039;&#039;||&#039;&#039;&#039;Kills Req.&#039;&#039;&#039;||&#039;&#039;&#039;+Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Def&#039;&#039;&#039;||&#039;&#039;&#039;+Damage&#039;&#039;&#039;||&#039;&#039;&#039;Sq.Size&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Aim&#039;&#039;&#039;||&#039;&#039;&#039;+Sq.Def&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|any||F.O.||0||0||0||0||0||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;ACE&#039;&#039;&#039;||Lt.||200||1||4||4||0||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||8||0||2||0||0||Ninja&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||12||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||16||0||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||20||0||4||0||0||Maverick&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||Lt.||200||1||4||0||10%||1||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||8||0||20%||2||0||0||Slash&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||12||0||30%||2||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||16||0||40%||3||0||0||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||20||0||50%||3||0||0||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||Lt.||200||1||0||0||0||3||2||2||--&lt;br /&gt;
|-&lt;br /&gt;
|Cpt.||500||3||0||0||0||5||4||4||Maestro&lt;br /&gt;
|-&lt;br /&gt;
|Maj.||900||6||0||0||0||6||6||6||--&lt;br /&gt;
|-&lt;br /&gt;
|Col.||1400||10||0||0||0||6||8||8||--&lt;br /&gt;
|-&lt;br /&gt;
|Cmdr.||2000||15||0||0||0||6||10||10||Wingman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To compensate for these bonuses, pilots only get +1 Aim per kill (down from +3) with a +20 Aim maximum (down from +30). With UFO squadrons, kills requirement is rarely a limiting factor.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are unique bonuses pilots gain at Captain and Commander levels, depending on chosen career. The two traits stack - the combined bonuses are displayed in the table. By default, certain traits are very powerful, but with many complicated limitations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&amp;amp;nbsp;||colspan=2|Recommended||colspan=2|Default&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Career&#039;&#039;&#039;||&#039;&#039;&#039;Trait&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;||&#039;&#039;&#039;Bonus&#039;&#039;&#039;||&#039;&#039;&#039;Limitations&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;ACE&#039;&#039;&#039;||&#039;&#039;&#039;Ninja&#039;&#039;&#039;||+10 Dodge||none||+20 Dodge||DEF stance&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maverick&#039;&#039;&#039;||+20 Dodge, +10 Def||Firestorm, DEF stance||+30 Dodge, +20 Def||Firestorm, BAL stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;GUNNER&#039;&#039;&#039;||&#039;&#039;&#039;Slash&#039;&#039;&#039;||+20% Crit Dmg||none||+25% Damage||close range&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hammer&#039;&#039;&#039;||+40% Crit Dmg, +20% Crit Chance||Firestorm, AGG stance||+25% Damage, +50% Crit Dmg, +10% Crit Chance||Firestorm, AGG stance&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;LEADER&#039;&#039;&#039;||&#039;&#039;&#039;Maestro&#039;&#039;&#039;||+5s contact time||none||+5s contact time||none&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wingman&#039;&#039;&#039;||+10s contact time, +5 Sq.Aim, +5 Sq.Def||Firestorm, BAL stance||+5s contact time, +10 Sq.Aim, +10 Sq.Def||Sq Size exactly 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Just copy-paste this trait table into your config file to have cleanly defined and only moderately powerful traits, as in the above table.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;career ACE&lt;br /&gt;
;NINJA - gains extra +10 dodge (stacks with DEF_JET_DODGE_CHANCE)&lt;br /&gt;
m_PilotTraits=(iTraitType=2, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=2)&lt;br /&gt;
&lt;br /&gt;
;MAVERICK - requires FIRESTORM and DEF stance: gains +10 def and +10 dodge (for a total +20 dodge)&lt;br /&gt;
m_PilotTraits=(iTraitType=4, iBonusDef=10, iBonusDodge=10)&lt;br /&gt;
m_TraitReqs=(iTraitType=4, bFireStorm=TRUE, iTactic=2)&lt;br /&gt;
&lt;br /&gt;
;career GUNNER&lt;br /&gt;
;SLASH - gains +20% crit dmg&lt;br /&gt;
m_PilotTraits=(iTraitType=1, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=1)&lt;br /&gt;
&lt;br /&gt;
;HAMMER - requires FIRESTORM and AGG stance: grants +20% crit chance and +20% crit dmg (for a total +40% crit dmg)&lt;br /&gt;
m_PilotTraits=(iTraitType=6, iBonusCritChance=20, iBonusCritDmgPct=20)&lt;br /&gt;
m_TraitReqs=(iTraitType=6, bFireStorm=TRUE, iTactic=1)&lt;br /&gt;
&lt;br /&gt;
;career LEADER&lt;br /&gt;
;MAESTRO - gives +5s contact time always&lt;br /&gt;
m_PilotTraits=(iTraitType=3, iBonusTime=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=3)&lt;br /&gt;
&lt;br /&gt;
;WINGMAN - requires FIRESTORM and BAL stance: grants +5s contact time (for a total +10s contact time), extra +5 aim and +5 def for the squadron&lt;br /&gt;
m_PilotTraits=(iTraitType=5, iBonusTime=5, iBonusTeamAim=5, iBonusTeamDef=5)&lt;br /&gt;
m_TraitReqs=(iTraitType=5, bFireStorm=TRUE, iTactic=0) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New in 1.10==&lt;br /&gt;
===Team Kills===&lt;br /&gt;
Pilots receive Team Kills as a shared percentage 1/N, where N is the number of ships in a squadron. This is separate from Kills, displayed in parenthesis after Kills, rounded down. Team Kills only matter for promotions - a pilot requires to have either Kills or Team Kills at least 5 to be promoted to Major, for example. This allows Leaders to have the same promotion scheme as other careers. Team Kills do not increase Aim or Damage, only Kills do.&lt;br /&gt;
&lt;br /&gt;
===UFO Squadrons===&lt;br /&gt;
Depending on [[Threat (Long War)|XCOM Threat]] and Number of Ships on a continent, aliens will deploy 0-3 extra UFOs to protect the main UFO performing an [[Alien Missions (Long War)|Alien Misison]]. The formula is Min(3, XComThreat + NumOfShipsOnContinent - 5), where XComThreat is 0-4, NumOfShips is 0-6. Aliens also need to reach certain [[Alien Research (Long War)|Alien Research]] and have enough [[Alien Resources (Long War)|Alien Resources]] level to launch specific escorts (configurable). Escorts always pick Aggressive stance (by default), and grant some extra engagement time. Killing escorts only grants experience and kills for pilots, they do not provide any cash or alloys (by default), and never spawn a crash site.&lt;br /&gt;
&lt;br /&gt;
Important facts not mentioned in mod description:&lt;br /&gt;
* The escort UFOs can only be Scout, Fighter, Raider or Destroyer, nothing bigger is possible (though you can configure in bigger escorts).&lt;br /&gt;
* By default, you always get the maximum escorts possible, so if you have 4+ ships on continent and 4 Threat, expect 3 escorts with every UFO.&lt;br /&gt;
* By default, all the exports are always the same highest type as Alien Research and Alien Resource levels allows.&lt;br /&gt;
* Ships going Short range get hit by everyone - including the main UFO! - while at Long range you fight all Ufo&#039;s one at a time.&lt;br /&gt;
* Ufo&#039;s not directly targeted by XCOM don&#039;t get Close range bonus when they fire at a Close range ship.&lt;br /&gt;
* Escort is never a bigger class UFO than the main ship&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|&#039;&#039;&#039;UFO&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Research&#039;&#039;&#039;||colspan=2|&#039;&#039;&#039;Alien Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Default||Recommended||Default||Recommended&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;||90||90||1||1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fighter&#039;&#039;&#039;||270||180||2||2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;&#039;&#039;||90||270||3||3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer&#039;&#039;&#039;||270||360||3||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is recommended way to configure the UFO Squadrons (1.10):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Scout&lt;br /&gt;
PossibleEscort=(iUFOType=4, iReqResearch=90, iReqResourceLvl=1)&lt;br /&gt;
&lt;br /&gt;
;Fighter&lt;br /&gt;
PossibleEscort=(iUFOType=10, iReqResearch=180, iReqResourceLvl=2)&lt;br /&gt;
&lt;br /&gt;
;Raider&lt;br /&gt;
PossibleEscort=(iUFOType=11, iReqResearch=270, iReqResourceLvl=3)&lt;br /&gt;
&lt;br /&gt;
;Destroyer&lt;br /&gt;
PossibleEscort=(iUFOType=5, iReqResearch=360, iReqResourceLvl=4)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Randomization Options====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set TRUE below to make the number of escorts randomized in range 0-N rather than set to N always (N is max escorts before clamping to max 3)&lt;br /&gt;
RANDOMIZE_NUMBER_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow the escort consists of different types of UFO (eg. 1 Fighter + 2 Raiders) - the requirements for Research/Resources must still be met for the type to be available&lt;br /&gt;
RANDOMIZE_TYPE_OF_ESCORTS=true&lt;br /&gt;
&lt;br /&gt;
;set TRUE below to allow random stance for escorts (otherwise escorts are always AGG)&lt;br /&gt;
RANDOMIZE_STANCE_OF_ESCORTS=true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I recommend to set the options to true to add more variation to UFO escorts.&lt;br /&gt;
&lt;br /&gt;
====Escort Rewards====&lt;br /&gt;
It makes sense that when the other UFOs provide cash and small amount of alloys rewards, why not escorts.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;set to TRUE to enable rewards for the escorts (FALSE by default)&lt;br /&gt;
ENABLE_ESCORT_REWARDS=true&lt;br /&gt;
;Scout / Fighter&lt;br /&gt;
EscortReward=(iCategory=1, iCash=100, iAlloy=4)&lt;br /&gt;
;Raider / Destroyer&lt;br /&gt;
EscortReward=(iCategory=2, iCash=200, iAlloy=6)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Config Changes==&lt;br /&gt;
&amp;lt;pre&amp;gt;;VulcanCannon=(eType=eShipWeapon_None, iDamage=45, iArmorPen=0, iToHit=25, iAvionicsBonus=10, iCooldown=40)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Don&#039;t forget to comment out this line. The default setting (Phoenix Cannon stats but with 0 ArmorPen and 75% of Phoenix&#039; damage) is better.&lt;br /&gt;
&amp;lt;pre&amp;gt;VulcanCannon=(eType=eShipWeapon_None, iDamage=105, iArmorPen=0, iToHit=40, iAvionicsBonus=10, iCooldown=75)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;InterceptionTweakOn=true&lt;br /&gt;
INTERCEPTION_TWEAK_SCALER=1.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows for longer battles with less damage to both ships and UFO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;TIME_SLOMO_FACTOR=0.2&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slow the battles down so you can actually influence anything during them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_JET_FORCE_HIT_CHANCE=20&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep symmetry with DEF_JET_DODGE_CHANCE. These is no reason for this to be higher. Then we also get the lone bullets back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AGG_UFO_AIM_BONUS=15&lt;br /&gt;
AGG_UFO_SPEED_DOWN=0.67&lt;br /&gt;
AGG_UFO_FIRERATE_BOOST=1.0&amp;lt;/pre&amp;gt;&lt;br /&gt;
To keep things rather symmetric. The double fire rate for AGG UFO is just too much, causing you to ignore all such UFOs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;LONE_BULLET_CHANCE_BAL=10&lt;br /&gt;
LONE_BULLET_CHANCE_AGG=20&lt;br /&gt;
LONE_BULLET_DMG_MOD=0.5&amp;lt;/pre&amp;gt;&lt;br /&gt;
The lone bullet mechanic was abandoned from Squadron Unleashed 1. I like it back, however toned down, to balance things out. So now AGG/BAL ships have 20%/10% chance to be hit by a missed UFO shot for 50% damage. I believe only 1 ship could be hit like that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;AIM_BONUS_VS_LARGE_UFO=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
15 is little too much. There is no reason to make battles against large UFO so much easier compared to vanilla LW.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;EXTRA_DMG_PCT_PER_KILL=0.0101&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is not to add damage (0.0001 is nothing), but for display purposes. So 1 kill gets displayed as +1% dmg, not 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;DAMAGED_JET_AIM_PENALTY=15&amp;lt;/pre&amp;gt;&lt;br /&gt;
With 25 Aim penalty, damaged ships are basically unusable. If ships damaged during combat also get this penalty, it should definitely not be that high. 15 is just the standard bonus/penalty, so we keep it simple here. Alternately, set this to 0, but then don&#039;t allow using damaged ships for new interceptions, getting vanilla behavior (set DAMAGED_JET_HP_PCT_CAN_FIGHT=1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;MIN_SQUADRON_SIZE=1&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make sure to set this to 1 to avoid any bugs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_RECOVER_AFTER_COMBAT_HOURS=8&amp;lt;/pre&amp;gt;&lt;br /&gt;
Makes it more realistic. Pilots needs some rest after combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;PILOT_SURVIVAL_CHANCE_PER_RANK=10&amp;lt;/pre&amp;gt;&lt;br /&gt;
Losing experienced pilots is very painful. This translates to 100% survival at Cmdr.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;XP_PER_ENGAGMEMENT_SECOND=1&lt;br /&gt;
XP_FOR_KILL_SHOT=20&lt;br /&gt;
XP_FOR_WIN=10&lt;br /&gt;
XP_FOR_HIT=2&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the introduction of UFO squadrons, the XP gains need to be toned down, as there are much more shoot down opportunities. This also means the Training Center investments serve any purpose at all.&lt;br /&gt;
&lt;br /&gt;
==Just Squadrons==&lt;br /&gt;
Need more vanilla Long War? Don&#039;t want to bother with all the new features, just want to see XCOM and UFO squadrons to play it out? Look no further:&lt;br /&gt;
&lt;br /&gt;
https://www.nexusmods.com/xcom/mods/823&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119958</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119958"/>
		<updated>2024-09-18T01:32:32Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Mission Reward Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list may not be complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
Here is a list of items that can only be found in missions:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss.&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun.&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects.&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Grenade || Applies rooted status to characters in target area.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Grenade || Grenade || Stunned status area effect, damage to robotics.&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || Ammo || +5 Damage against robotic units.&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || Ammo || +1 Damage and Acid Burn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119955</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119955"/>
		<updated>2024-09-17T13:49:03Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Weapon Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list may not be complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
Here is a list of items that can only be found in missions:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss.&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun.&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects.&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Grenade || Applies rooted status to characters in target area.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Grenade || Grenade || Stunned status are effect, damage to robotics.&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || Ammo || +5 Damage against robotic units.&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || Ammo || +1 Damage and Acid Burn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119954</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119954"/>
		<updated>2024-09-17T13:48:40Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Weapon Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list may not be complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
Here is a list of items that can only be found in missions:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss.&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun.&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects.&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Grenade || Applies rooted status to characters in target area.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Grenade || Grenade || Stunned status are effect, damage to robotics.&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || Ammo || +5 Damage against robotic units.&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || Ammo || +1 Damage and Acid Burn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || 70-90 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119953</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119953"/>
		<updated>2024-09-17T13:48:20Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Weapon Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list may not be complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
Here is a list of items that can only be found in missions:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss.&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun.&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects.&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Grenade || Applies rooted status to characters in target area.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Grenade || Grenade || Stunned status are effect, damage to robotics.&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || Ammo || +5 Damage against robotic units.&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || Ammo || +1 Damage and Acid Burn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || 70-90 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119951</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119951"/>
		<updated>2024-09-17T13:20:25Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Utility Items: Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility items: Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility items: Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility items: Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119950</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119950"/>
		<updated>2024-09-17T13:14:43Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility Items: Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility items: Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility items: Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119949</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119949"/>
		<updated>2024-09-17T13:00:46Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list may not be complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
Here is a list of items that can only be found in missions:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss.&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun.&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects.&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Grenade || Applies rooted status to characters in target area.&lt;br /&gt;
|-&lt;br /&gt;
|Shock Grenade || Grenade || Stunned status are effect, damage to robotics.&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || Ammo || +5 Damage against robotic units.&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || Ammo || +1 Damage and Acid Burn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_(Chimera)&amp;diff=119948</id>
		<title>Training (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_(Chimera)&amp;diff=119948"/>
		<updated>2024-09-17T12:11:27Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Individual Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Training(Chimera).png|right]]&lt;br /&gt;
Training facility allows agents to improve their skills or remove scars obtained in combat. Training sessions require a certain number of in-game days to complete, meaning the agent won&#039;t be available for missions.&lt;br /&gt;
&lt;br /&gt;
==General Training==&lt;br /&gt;
This training is available to all agents.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Training!!Effect!!Time&lt;br /&gt;
|-&lt;br /&gt;
|Basic Conditioning||+2 HP||2 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Unlock potential training requires Special Agent Rank. Further individual training requires Principal Agent Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Training!!Agent||Effect!!Time&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=8|Unlock Potential||Verge||+20 Dodge||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Cherub, Shelter, Zephyr||+2 Mobility||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Torque||+1 Mobility and +20 Dodge||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Godmother||+1 Mobility and +15 Dodge||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Blueblood||+15 Crit chance||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Terminal, Patchwork||+1 Utility Item slot||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Claymore||+1 Armor||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Axiom||+1 Mobility and +1 Armor||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Step Up||[[Godmother (Chimera)|Godmother]]||Scoring one or more kills grants Godmother a free reload action.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Return Fire||[[Cherub (Chimera)|Cherub]]||Cherub fires back at the attacker when shot.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Guardian||[[Terminal (Chimera)|Terminal]]||Overwatch abilities trigger for multiple targets as long as ammo is available.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Mind Lash||[[Verge (Chimera)|Verge]]||Mindfray deals an additional 1 damage to each enemy in the Neural Network.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Writhe||[[Shelter (Chimera)|Shelter]]||Psionically drains life from a target in melee range. This damages the target and heals Shelter.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Ordinance||[[Claymore (Chimera)|Claymore]]||Grenade items gain a bonus use. Affects all grenades.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Quick Reload||[[Blueblood (Chimera)|Blueblood]]||Reload is a free action.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Storm Generator||[[Patchwork (Chimera)|Patchwork]]||Increases the chain range of Chaining Jolt.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|High Impact||[[Zephyr (Chimera)|Zephyr]]||Crowd Control will apply a random debuff (Disarmed, Rooted, Disorientated) to each target.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Counterattack||[[Axiom (Chimera)|Axiom]]||Axiom has a chance to counterattack any melee attack against him.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team||[[Torque (Chimera)|Torque]]||Using Tongue Pull on an ally grants that ally one action immediately. Does not affect the target&#039;s cooldowns.||5 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scar Removal Training==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Training!!Scar!!Stat!!Time&lt;br /&gt;
|-&lt;br /&gt;
|Fitness||Hobbled||Aim||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Heightened Reflexes||Sluggish||Dodge||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Marksmanship||Blunted||Crit chance||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Mental Preparation||Unfocused||Psi||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Resolve||Shell-shocked||Will||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Toughness||Weakened||Max HP||2 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Androids_(Chimera)&amp;diff=119906</id>
		<title>Androids (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Androids_(Chimera)&amp;diff=119906"/>
		<updated>2024-09-15T21:59:34Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Android(Chimera).png|right]]&lt;br /&gt;
&#039;&#039;Note: This article deals with the strategic aspect of Androids. For tactical overview, see [[Tactical Combat (Chimera)#Androids|here]]. For the [[Factions (Chimera)#Sacred Coil|Sacred Coil]] enemy unit, see [[Android (Chimera)]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Androids are one of the new features of [[XCOM: Chimera Squad]]. After completing the Android Personnel project (the first available project, 10 Elerium, 2 days) you will receive the first Android for free - it will be located in the [[Armory (Chimera)|Armory]] together with agents. You can buy more Androids from the [[Supply (Chimera)|Supply]] for 150 Credits, but you can have a maximum of 2. Androids cannot be assigned to APC, Assembly, Spec Ops, or Training. Instead, they always accompany your squad to Missions.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Health!!Mobility!!Aim!!Will!!Dodge!!Crit&lt;br /&gt;
|-&lt;br /&gt;
|8||10||65||0||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their Mechanical Chassis, Androids are immune to fire and poison damage.&lt;br /&gt;
&lt;br /&gt;
==Deployment==&lt;br /&gt;
Androids, unlike agents, do not have to be manually selected for each Mission. They automatically accompany agents in all Missions and appear on the Mission preparation screen. Unlike agents, Androids can be destroyed by enemies, but you don&#039;t fail the Mission if this happens.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t control Android from the very beginning of the Mission. Android can join the combat only if you lose an agent during an Encounter, that is, if a situation occurs in which the agent starts Bleeding Out, meaning they must be Stabilized (otherwise you fail the Mission) and will not be able to take part in further Encounters. If this happens, Android will be able to replace a lost agent. Android will take part in the Encounters until the end of Mission.&lt;br /&gt;
&lt;br /&gt;
You should decide to buy an Android if:&lt;br /&gt;
&lt;br /&gt;
*The previous Android was destroyed by enemies. Unlike agents, Androids cannot be saved if they reach 0 HP.&lt;br /&gt;
*You want to have two Androids available. &lt;br /&gt;
&lt;br /&gt;
==Repairing==&lt;br /&gt;
Androids, unlike agents, do not automatically recover all HP after completing a Mission. After completing a Mission, an Android may remain damaged. Then you have two options:&lt;br /&gt;
&lt;br /&gt;
*You can pay with Credits to repair the Android - this can be done by using the Armory.&lt;br /&gt;
*Or you can wait a few days for the Android health to automatically return to its maximum level.&lt;br /&gt;
&lt;br /&gt;
==Loadout==&lt;br /&gt;
Androids feature 4 Loadout groups, just like agents: [[Weapons (Chimera)|Weapons]], [[Armor (Chimera)|Armor]], Breach item, Utility item(s).&lt;br /&gt;
These groups are expanded just like agent&#039;s: Modular Weapons project adds two slots for Weapon Mods, Modular Armor project adds one slot for Armor Mod, and Enhanced Armor Upgrade add one slot for Utility items. However, unlike agents, Androids can choose their Primary Weapon - they can choose Rifle, SMG, or Shotgun, including their [[Epic Weapons (Chimera)|Epic]] versions. They cannot equip Pistols or Pangolin Gauntlets.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Androids cannot gain experience and advance to higher Ranks. However, this does not mean that their combat capabilities cannot be increased.  This is mainly done by installing Upgrades in the Armory (Androids do not feature abilities or biography, but they have Upgrades). Android upgrades are not available from the very beginning - you must complete Modular Androids project first. Android Upgrades are divided into four groups:&lt;br /&gt;
&lt;br /&gt;
* Vision: Lidar Mk I, Lidar Mk II (Aim +8/+15%)&lt;br /&gt;
* Processor: Tactical ASIC Mk I, Tactical ASIC Mk II (Dodge +1/+2), Quadcore GPU, Octacore GPU (Crit +10/+18%)&lt;br /&gt;
* Chassis: Ballistic Foam Lining, Impact Gel Lining, Polymer Sheathing, Titanium Sheathing (HP +2/+2/+2/+2, Armor +0/+1/+2/+3)&lt;br /&gt;
* Motor: Servoharness Mk I, Servoharness Mk II (Mobility +1/+2)&lt;br /&gt;
&lt;br /&gt;
Unfortunately there can only be one upgrade in each slot. Curiously, Android Upgrades cannot be uninstalled, only replaced. But, if your Android gets destroyed, the upgrades it had installed are not lost - you&#039;ll be able to install them in the next Android model you buy. Also note that the Android upgrade items (or Android Mods) are never available as Mission rewards or in the [[Scavenger Market (Chimera)|Scavenger Market]] - you have to buy them from Supply.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Agents_(Chimera)&amp;diff=119905</id>
		<title>Agents (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Agents_(Chimera)&amp;diff=119905"/>
		<updated>2024-09-15T21:57:06Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rather than the classes of XCOM and XCOM2, Chimera Squad features a set of individual agents, each with a distinct skill set, personality, and dialog. You must always take four agents on the APC to a mission. Loss of any agent results in a Mission failure (and campaign failure, on Hardcore mode). But this is much less likely to happen than in previous games. When an agent is reduced to 0 HP they will always begin Bleeding Out, and can be Stabilized by any agent. Stabilized agents will be unable to participate in further Encounters should the Mission feature them, but an Android can be called in as a replacement (albeit one which has no unique abilities). Agents will automatically be extracted from a mission provided they are Stabilized or the Encounter is completed before they Bleed Out. However, badly injured agents may develop stat-lowering Scars that could be removed by sending them to [[Training (Chimera)|Training]].&lt;br /&gt;
&lt;br /&gt;
You begin with the following four agents, if you enable the Tutorial:&lt;br /&gt;
*[[Godmother (Chimera)|Godmother]], [[Cherub (Chimera)|Cherub]], [[Terminal (Chimera)|Terminal]], [[Verge (Chimera)|Verge]].&lt;br /&gt;
&lt;br /&gt;
Additional agents can be recruited during the campaign, up to a maximum of 8 agents per playthrough:&lt;br /&gt;
*[[Torque (Chimera)|Torque]], [[Shelter (Chimera)|Shelter]], [[Blueblood (Chimera)|Blueblood]], [[Zephyr (Chimera)|Zephyr]], [[Axiom (Chimera)|Axiom]], [[Claymore (Chimera)|Claymore]], [[Patchwork (Chimera)|Patchwork]].&lt;br /&gt;
&lt;br /&gt;
You get the 5th agent right after the first real Mission, 6th in the middle of first Investigation, 7th at the beginning of second Investigation, and the 8th agent becomes available roughly in the middle of second Investigation. If the Tutorial is off, any combination of agents can be selected as the initial four. &lt;br /&gt;
&lt;br /&gt;
==Ranks==&lt;br /&gt;
Agents start at Cadet Agent rank. As they gain XP by completing missions, they rise in ranks as follows: Cadet Agent &amp;amp;rarr; Deputy Agent &amp;amp;rarr; Field Agent &amp;amp;rarr; Special Agent &amp;amp;rarr; Senior Agent &amp;amp;rarr; Principal Agent. At Field Agent and Senior Agent ranks you get a choice between two distinct abilities. You must make this choice in the [[Armory (Chimera)|Armory]]. Individual [[Training (Chimera)|Trainings]] are unlocked at Special Agent and Principal Agent ranks.&lt;br /&gt;
&lt;br /&gt;
==Agent&#039;s Stats==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!STAT!!DEFINITION&lt;br /&gt;
|-&lt;br /&gt;
|HEALTH||Determines how much damage an agent can receive during combat and remain active in a fight.&lt;br /&gt;
|-&lt;br /&gt;
|MOBILITY||Determines how far an agent can move using an action.&lt;br /&gt;
|-&lt;br /&gt;
|WILL||Determines agent&#039;s resistance to ordinary mental effects like Panic or Disorient (see [[Status Effects (Chimera)|Status Effects]] table).&lt;br /&gt;
|-&lt;br /&gt;
|AIM||Determines the likelihood of an agent successfully landing a hit on a target, combined with factors such as distance, cover, special abilities, and equipment.&lt;br /&gt;
|-&lt;br /&gt;
|DODGE||Determines an agent’s ability to mitigate some amount of physical damage after an enemy successfully lands a hit.&lt;br /&gt;
|-&lt;br /&gt;
|CRIT||Determines the likelihood that a successful hit will become a Critical Hit and deal bonus Damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
|PSI||Determines an agent’s resistance to enemy mental attacks like Mind Control (see [[Status Effects (Chimera)|Status Effects]] table).&lt;br /&gt;
|-&lt;br /&gt;
|ARMOR*||Reduces the amount of damage an agent receives on a point-for-point basis after being hit by an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|DEFENSE*||Makes an agent more difficult for enemies to successfully hit.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Armor and Defense are granted by abilities and gear. They are not &amp;quot;base&amp;quot; stats.&lt;br /&gt;
&lt;br /&gt;
==Comparison==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Agent!!Race!!Weapon!!Health!!Mobility!!Aim!!Will!!Dodge!!Crit!!Psi&lt;br /&gt;
|-&lt;br /&gt;
|Axiom||muton||Shotgun||9||12||65||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Blueblood||human||Pistol||7||11||75||40||0||10||0&lt;br /&gt;
|-&lt;br /&gt;
|Cherub||hybrid||Pistol||8||10||65||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Claymore||human||Shotgun||9||9||65||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Godmother||human||Shotgun||8||12||65||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Patchwork||human||Rifle||8||10||65||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Shelter||human||SMG||7||10||65||50||0||0||50&lt;br /&gt;
|-&lt;br /&gt;
|Terminal||human||SMG||9||10||65||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Torque||viper||SMG||8||11||65||40||20||0||0&lt;br /&gt;
|-&lt;br /&gt;
|Verge||sectoid||Rifle||7||10||65||50||0||0||50&lt;br /&gt;
|-&lt;br /&gt;
|Zephyr||hybrid||Gauntlets||8||14||75||40||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Androids (Chimera)|Android]]||robot||Rifle/SMG/Shotgun||8||10||65||0||0||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Training_(Chimera)&amp;diff=119897</id>
		<title>Training (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Training_(Chimera)&amp;diff=119897"/>
		<updated>2024-09-15T04:54:45Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Individual Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Training(Chimera).png|right]]&lt;br /&gt;
Training facility allows agents to improve their skills or remove scars obtained in combat. Training sessions require a certain number of in-game days to complete, meaning the agent won&#039;t be available for missions.&lt;br /&gt;
&lt;br /&gt;
==General Training==&lt;br /&gt;
This training is available to all agents.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Training!!Effect!!Time&lt;br /&gt;
|-&lt;br /&gt;
|Basic Conditioning||+2 HP||2 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Unlock potential training requires Special Agent Rank. Further individual training requires Principal Agent Rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Training!!Agent||Effect!!Time&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Verge||+20 Dodge||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Cherub, Shelter, Zephyr||+2 Mobility||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Torque||+1 Mobility and +20 Dodge||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Godmother||+1 Mobility and +15 Dodge||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Blueblood||+15 Crit chance||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Terminal, Patchwork||+1 Utility Item slot||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Claymore||+1 Armor||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Potential||Axiom||+1 Mobility and +1 Armor||3 days&lt;br /&gt;
|-&lt;br /&gt;
|Step Up||[[Godmother (Chimera)|Godmother]]||Scoring one or more kills grants Godmother a free reload action.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Return Fire||[[Cherub (Chimera)|Cherub]]||Cherub fires back at the attacker when shot.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Guardian||[[Terminal (Chimera)|Terminal]]||Overwatch abilities trigger for multiple targets as long as ammo is available.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Mind Lash||[[Verge (Chimera)|Verge]]||Mindfray deals an additional 1 damage to each enemy in the Neural Network.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Writhe||[[Shelter (Chimera)|Shelter]]||Psionically drains life from a target in melee range. This damages the target and heals Shelter.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Ordinance||[[Claymore (Chimera)|Claymore]]||Grenade items gain a bonus use. Affects all grenades.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Quick Reload||[[Blueblood (Chimera)|Blueblood]]||Reload is a free action.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Storm Generator||[[Patchwork (Chimera)|Patchwork]]||Increases the chain range of Chaining Jolt.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|High Impact||[[Zephyr (Chimera)|Zephyr]]||Crowd Control will apply a random debuff (Disarmed, Rooted, Disorientated) to each target.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Counterattack||[[Axiom (Chimera)|Axiom]]||Axiom has a chance to counterattack any melee attack against him.||5 days&lt;br /&gt;
|-&lt;br /&gt;
|Tag Team||[[Torque (Chimera)|Torque]]||Using Tongue Pull on an ally grants that ally one action immediately. Does not affect the target&#039;s cooldowns.||5 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scar Removal Training==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Training!!Scar!!Stat!!Time&lt;br /&gt;
|-&lt;br /&gt;
|Fitness||Hobbled||Aim||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Heightened Reflexes||Sluggish||Dodge||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Marksmanship||Blunted||Crit chance||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Mental Preparation||Unfocused||Psi||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Resolve||Shell-shocked||Will||2 days&lt;br /&gt;
|-&lt;br /&gt;
|Toughness||Weakened||Max HP||2 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Difficulty_(Chimera)&amp;diff=119892</id>
		<title>Difficulty (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Difficulty_(Chimera)&amp;diff=119892"/>
		<updated>2024-09-14T12:39:39Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;XCOM: Chimera Squad has 4 main difficulty levels:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Story&#039;&#039;&#039; - It can be treated as a story mode in which opponents don&#039;t pose a big challenge. This is an optimum choice for those who are playing the XCOM series for the first time, and for those who are only interested in experiencing the story. Also all agents generally have +2 HP, +10 Aim, +10 Will, and +15 Crit. Verge and Shelter also +10 Psi.&lt;br /&gt;
*&#039;&#039;&#039;Normal&#039;&#039;&#039; - The standard difficulty level and recommended choice for the first playthrough. The game offers a balanced challenge that shouldn&#039;t cause much frustration.&lt;br /&gt;
*&#039;&#039;&#039;Expert&#039;&#039;&#039; - Fights with enemies are much more challenging. This increases the chance that someone on the team can get knocked to the ground or that you will need to repeat the mission.&lt;br /&gt;
*&#039;&#039;&#039;Impossible&#039;&#039;&#039; - The highest difficulty level is very demanding. &lt;br /&gt;
&lt;br /&gt;
Depending on chosen difficulty, you start the game with 80/60/50/50 Intel, 200/150/145/130 Credits, and 90/70/65/55 Elerium. Regardless of the main difficulty level chosen, you can also enable or change additional difficulty modifiers. They are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironman&#039;&#039;&#039; - manual saves are unavailable in this mode. You only have to rely on a single autosave. Fortunately, if you fail a mission, you will be able to replay it. The advantage of this mode is that you don&#039;t have to keep remembering to save your game. &lt;br /&gt;
*&#039;&#039;&#039;Hardcore&#039;&#039;&#039; - This is the most extreme difficulty level. A defeat in a mission automatically ends the entire campaign - the saves get deleted forcing you to play the campaign from the beginning.&lt;br /&gt;
*&#039;&#039;&#039;Extended City Anarchy&#039;&#039;&#039; - this facilitation is related to the level of [[Anarchy (Chimera)|Anarchy]] in City 31. It gives you 5 extra points to the Anarchy bar. As a result, the city can survive for longer before the Anarchy reigns - this will lead to Game Over.&lt;br /&gt;
*&#039;&#039;&#039;Tutorial&#039;&#039;&#039; - It is best to leave on for your initial playthrough, as XCOM Chimera Squad has many completely new or changed mechanics. Disabling the Tutorial has the advantage that you can choose the four initial agents freely. Also, all facilities (except Scavenger Market), resources, and Field Teams are immediately unlocked.&lt;br /&gt;
*&#039;&#039;&#039;Heal Between Encounters&#039;&#039;&#039; - Encounters are separate battles played as part of a single mission. A single mission can consist of 1-3 Encounters. You can allow team members to be fully healed after an Encounter, recover only up to half of their HP, or have the healing disabled. The last option is, of course, the most difficult - if you play a longer mission, you will have to complete it with the limited health points and Medikits. On the other hand, for 1 Encounter Missions this setting has no effect.&lt;br /&gt;
&lt;br /&gt;
Note you can change the main difficulty level (and Heal Between Encounters setting) during a playthrough. To do this, you need to select Change Difficulty option in the Pause menu. The difficulty will change in the next mission - you can&#039;t make the current battle easier.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=119891</id>
		<title>Torque (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=119891"/>
		<updated>2024-09-14T12:35:17Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Torque&lt;br /&gt;
|image      = [[File:Agent_1_torque.png|Agent Torque|200px]]&lt;br /&gt;
|Torque is the only squad member with a tongue as sharp as Terminal’s, though she deploys it even more skillfully.&lt;br /&gt;
|race = VIPER&lt;br /&gt;
|class = INQUISITOR&lt;br /&gt;
|traits  = Enemy/Ally Repositioning, Poison&lt;br /&gt;
|weapon = SMG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Quotes? Sure, Whisper. Can you quote this gesture? How about two?&amp;quot;&#039;&#039;- Torque&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torque&#039;&#039;&#039; is a viper and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Torque is mobile, possesses innate Dodge, and has exceptional Aim, but has somewhat low potential for direct damage. Her signature ability is the ability to pull enemies or allies adjacent to her and to Bind adjacent enemies, disabling and damaging them for the duration; she is also able to inflict damage over time using poisonous attacks. Torque is naturally able to fit through vents that would normally require Infiltrator Weave armor, and is also immune to poison. When used in conjunction with [[Shelter (Chimera)|Shelter]]&#039;s Relocate, she can rapidly transport a VIP from one side of a map to the other within a single round.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|8||11||65||40||20||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&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;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Bind&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Wraps up an adjacent enemy, dealing 2 damage and preventing them from acting on their turn. Bound enemies cannot be targeted by XCOM for fear of damaging Torque, and the enemy will be freed if Torque is damaged. Free Action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Tongue Pull&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Pulls an ally or an enemy into melee range; if the target is an enemy, this will count as movement for the purpose of overwatch and will poison them if they are moved through a poison pool. Some oversized enemies cannot be moved.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Torque is immune to poison.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Adaptable&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Torque can use Vent breach points without needing to equip Infiltrator Weave.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Toxic Greeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, spits venom that poisons the target for 2 turns (2 damage per turn).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Tight Squeeze&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Bind deals 3 more damage (for a total of 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hard Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a bonus to Mobility on the first turn of a battle and a permanent increase to Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spits poison that expands into a pool, dealing minor damage on impact and poisoning all enemies that touch the pool. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Reinforced Scales&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Torque no longer releases Bind if damaged and gains +1 armor when using Bind.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Synthetic Venom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Crit bonus against poisoned enemies, and ending the turn in a poison pool restore health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Vicious Bite&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;A powerful melee attack that poisons enemies. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 mobility and +20 Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Tag Team&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Allies targeted by Tongue Pull gain a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Not all enemies can be Bound or Tongue-Pulled. Larger enemies (e.g., MECs) and Bosses cannot be Bound nor Tongue-Pulled, so plan accordingly.&lt;br /&gt;
*Bind only works if Torque is directly in front of / behind of / beside an enemy; it will not work if she is at a diagonal.&lt;br /&gt;
**The game will try to &#039;drop&#039; a Tongue-Pulled enemy beside her; but if the target square(s) are occupied, sometimes the game will drop the enemy at a diagonal. This usually happens only if Torque is standing at a &#039;corner&#039; made of 2 covers, or a squadmate is standing beside her.&lt;br /&gt;
*Setting up another Agent to overwatch near Torque will force enemies to take hits when she pulls them to her, on top of leaving them exposed to further attacks. As Tongue Pull does not end her turn, this can be followed up by a regular shot, Bind, or Vicious Bite as needed.&lt;br /&gt;
**This means that Torque should be placed as early as possible if the breach point provides the Watchtower perk (agents automatically going into overwatch after breaching).&lt;br /&gt;
**The Tongue Pull can also trigger Godmother&#039;s Close Combat Specialist skill, which means that if you equip Torque with Reflex Grip, you can quickly deal a great amount of damage to a strong enemy: Torque fire at the enemy, Torque tongue-pulling the enemy, Godmother&#039;s CCS skill gets triggered, and if the enemy is still alive, Torque can continue with a Bind. Or you can start with Torque spitting poison to the enemy, which gives 2 additional damage per turn of a bound enemy.&lt;br /&gt;
*Torque&#039;s innate Dodge stat can be combined with Mach Weave to great effect, allowing her to take significant enemy fire without receiving much damage.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Hatched in a New Arctic facility in 2020, Torque was assigned to hunt down and eliminate Resistance forces for ADVENT. After the war, Torque volunteered to participate in X-COM training exercises as OPFOR because in her words &amp;quot;detention is boring and this way I can still fight X-COM.&amp;quot; She unexpectedly bonded with [[Jane Kelly (Chimera)|Colonel Kelly]], and joined the Reclamation Agency when she became Director.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119890</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119890"/>
		<updated>2024-09-14T11:49:14Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list is not complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || N/A || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Nanofiber Vest || +1 HP || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || First Overwatch fire will miss. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Immunity to disorientation and stun. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Immunity to all environmental status effects. || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || +5 Damage against robotic units. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || +1 Damage and Acid Burn. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 Damage and Poison. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Rooted status area effect || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Shock Grenade || Stunned status are effect, damage to robotics || 35-55 || 70-90 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Field_Teams_(Chimera)&amp;diff=119888</id>
		<title>Field Teams (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Field_Teams_(Chimera)&amp;diff=119888"/>
		<updated>2024-09-13T07:51:11Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Field Teams are the unseen agents who work behind the scenes under your direction to manage [[Anarchy (Chimera)|Unrest]] and they collect Credits, Intel or Elerium. One team can operate in each District. Field Teams are always assigned a specialty upon deployment. It costs 50 Intel to initially deploy a Field Team, then additional 15 Intel each time a team of the same specialty is deployed or upgraded.&lt;br /&gt;
&lt;br /&gt;
Field Teams upgraded to Rank 2 unlock various [[Spec Ops (Chimera)|Spec Ops]]. Field Teams upgraded to Rank 3 unlock [[Assembly (Chimera)#Miscellaneous|Assembly]] projects to build additional agent slot in [[Assembly (Chimera)|Assembly]], [[Spec Ops (Chimera)|Spec Ops]] and [[Training (Chimera)|Training]] facilities.&lt;br /&gt;
&lt;br /&gt;
==Field Team Specialties==&lt;br /&gt;
===Finance===&lt;br /&gt;
*Rank 1: +30/20/15/15 Credits income every Friday.&lt;br /&gt;
*Rank 2: +5 Credits income and +65/55/50/40 Credit bonus rewards on District Missions.&lt;br /&gt;
*Rank 3: +5 Credits income and -1 District Unrest for completing District Situations.&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
*Rank 1: +20/15/15/10 Intel income every Friday.&lt;br /&gt;
*Rank 2: +5 Intel income and +40/30/25/20 Intel bonus rewards on District Missions.&lt;br /&gt;
*Rank 3: +5 Intel income and -2 District Unrest every Friday.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
*Rank 1: +20/10/10/10 Elerium income every Friday.&lt;br /&gt;
*Rank 2: +5 Elerium income and +35/20/15/15 Elerium bonus rewards on District Missions.&lt;br /&gt;
*Rank 3: +5 Elerium income and +1 Operation Reveal point bonus reward on District Missions.&lt;br /&gt;
&lt;br /&gt;
==Field Team Abilities==&lt;br /&gt;
Field Team Abilities are different than the bonuses provided by different Field Team Specialties. Specialty bonuses are passive effects that occur automatically; Field Team Abilities are manually triggered by you to serve a specific and immediate purpose.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ability !! Effect  !! Unlock !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Vigilance.png]] Vigilance || Reduce District Unrest by 1 + Field Team Rank. || Buy a Field Team. || 4 days&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Quarantine.png]] Quarantine || Freeze District Unrest for 3 days. || Have 4 or more Field Teams. || 6 days&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragnet.png]] Dragnet || Allows to resolve Situation without advancing day, gaining half the rewards. || Upgrade a Field Team to Rank 3. || 4 days&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MCTF.png]] Major Crimes Task Force || Reduce city Anarchy by the lowest Field Team Rank in the city. || Have a Field Team in every District. || 5 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scavenger_Market_(Chimera)&amp;diff=119887</id>
		<title>Scavenger Market (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scavenger_Market_(Chimera)&amp;diff=119887"/>
		<updated>2024-09-12T20:49:26Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Scavenger(Chimera).png|right]]&lt;br /&gt;
The Scavenger Market doesn&#039;t appear in the facilities menu initially. It must first be unlocked. Early in the campaign, during the first Investigation, a Situation appears called &#039;&#039;&#039;Contact Scavenger Market&#039;&#039;&#039;. As with other Situations, you must send the APC to this location and sacrifice 1 in-game day. The reward for completing is unlock of the market. You can now visit the market for the first time. It always offers 3 random advanced items in exchange for Intel, whose quality depend on the campaign progress (specifically, the Investigation number). Very important information is that the market doesn&#039;t appear every day, only every 4 days.&lt;br /&gt;
&lt;br /&gt;
It is also worth knowing that the goods in the market are random. The items sold at the market will be different on your next visit. All things in the marketplace are bought with Intel. As for the [[Items (Chimera)|items sold at the market]], they are primarily:&lt;br /&gt;
&lt;br /&gt;
*Weapon and armor mods - you can purchase them even if you haven&#039;t unlocked related Assembly projects yet;&lt;br /&gt;
*Grenades (frag, plasma);&lt;br /&gt;
*[[Epic Weapons (Chimera)|Epic Weapons]] - Give it to an agent who can use it;&lt;br /&gt;
*Elerium packs - Exchange Intel for Elerium.&lt;br /&gt;
&lt;br /&gt;
After you have at least one Special ranked agent or higher and 1 Technology Field Team at Rank 2, a [[Spec Ops (Chimera)|Special Ops]] called &#039;&#039;&#039;Sanctioned Cooperation&#039;&#039;&#039; will be unlocked. This Spec Op requires you to send an agent for 5 days. The reward is a one-time free purchase at the Scavenger Market. In order to make the most of this, it is best to hold off on the free purchase until some very valuable item appears.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Items (Chimera)|Items sold at the market]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=119871</id>
		<title>Breaching (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Breaching_(Chimera)&amp;diff=119871"/>
		<updated>2024-09-11T21:59:35Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Breach Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaching is the one of the new mechanics introduced in [[XCOM: Chimera Squad]]. Unlike the old times when your soldiers are dropped at one specific point and then they proceed to the mission, Breaching allows you to dictate the beginning of the whole Encounter. &lt;br /&gt;
&lt;br /&gt;
==Breach Phase==&lt;br /&gt;
During Breach Phase you must choose &#039;&#039;&#039;where&#039;&#039;&#039; your agents enter from (Breach Points), their &#039;&#039;&#039;order&#039;&#039;&#039; in the Timeline (another new mechanic), and optionally their &#039;&#039;&#039;Breach Action&#039;&#039;&#039; (Bash Door for the first agent, then usually Breach Fire). Then press the &amp;quot;BREACH&amp;quot; button. Choose Breach Points and agents&#039; positioning carefully – every breach point has random bonuses and/or penalties and only a limited number of agents can be assigned to a given Breach Point. For example, if it has &amp;quot;First Impression&amp;quot; bonus, which allows the first entered agent to make the shot that cannot miss, you should consider to make someone Shotgun wielding to go through this Breach Point first. There are special Breach Points that have no penalties and better bonuses, but you need some specialized gear or certain agents to get through these points. More precisely:&lt;br /&gt;
&lt;br /&gt;
*Walls can be destroyed either by Breaching Charges or by Claymore;&lt;br /&gt;
*Security doors can be opened either by Auto-Keys or by Terminal and Patchwork;&lt;br /&gt;
*Vents can be accessed by Torque and any other agents equipped with Infiltrator Weave.&lt;br /&gt;
&lt;br /&gt;
When placing your agents you should also consider using some specialized Breaching equipment. Most of them can be used only by the first agent at the Breach Point (with the exception of the MediPatch).&lt;br /&gt;
&lt;br /&gt;
==Breach Actions==&lt;br /&gt;
When you press &amp;quot;BREACH&amp;quot; button your agents will proceed to go through their Breach Points. Once inside, you will get an unclear and limited view of the scene from each agent&#039;s perspective, and can order them to take a Breach Action.&lt;br /&gt;
&lt;br /&gt;
Enemies during Breaching can be in three states:&lt;br /&gt;
*Surprised: enemy will have Defense penalty and won&#039;t take an action after the Breach except to enter cover;&lt;br /&gt;
*Alerted: enemy, if they survive, will perform defensive actions like moving, Hunkering Down and use defensive and non-lethal combat abilities;&lt;br /&gt;
*Aggressive: enemy, if they survive, will take an aggressive action at an agent (usually shooting).&lt;br /&gt;
&lt;br /&gt;
All agents have a default offensive Breach Action (usually to shoot an enemy, except [[Zephyr (Chimera)|Zephyr]]) and Run for Cover, which increases Defense and Dodge until the end of the Breach. Agents can learn new Breach Actions as they gain ranks and training. Once Breaching ends, your agents will run for cover not far from their Breaching Points and proceed to combat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=119870</id>
		<title>Strategy (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Chimera)&amp;diff=119870"/>
		<updated>2024-09-11T21:57:21Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategic layer in Chimera squad has something new in the series. In fact, it is kind of a mix between [[Apocalypse]] Cityscape and [[Enemy Unknown (2012)]] Geoscape.&lt;br /&gt;
&lt;br /&gt;
==City Map==&lt;br /&gt;
Main point of interest (and most important one) here is [[City Map (Chimera)|City Map]]. Here you manage all your business in City 31 - choosing the Missions, resolving the Situations, building and upgrading Field Teams and so on. Like EU2012 (where you protect 16 Council members), here you have to protect nine different city Districts, which have a five-scale &amp;quot;panic&amp;quot; meter (it&#039;s called &amp;quot;Unrest&amp;quot; now). Level 5 District Unrest leads to [[Anarchy (Chimera)|Anarchy]].&lt;br /&gt;
&lt;br /&gt;
===Field Teams===&lt;br /&gt;
[[Field Teams (Chimera)|Field Teams]] are the core of your organization in City 31. It is up to them to collect resources for Chimera Squad. There are 3 types of Field teams:&lt;br /&gt;
*Security: focuses on keeping the peace in the region. Generates Intel.&lt;br /&gt;
*Technology: focuses on gathering the high-tech trophies. Generates Elerium.&lt;br /&gt;
*Financial: focuses on gathering the finances. Generates Credits.&lt;br /&gt;
Building and upgrading Field Teams is crucial since they are the only source of Resources apart from Missions rewards.&lt;br /&gt;
&lt;br /&gt;
==Assembly==&lt;br /&gt;
[[Assembly (Chimera)|Assembly]] is the heart of researching in Chimera Squad. Here you can research any projects you want - provided you have enough Elerium to do so. You can place the Agent (or two, if Improved Assembly is researched) to accelerate the research. If you feel that you are researching the wrong project, you can cancel this research. You will get full Elerium refund, but any progress will be lost.&lt;br /&gt;
&lt;br /&gt;
==Spec Ops==&lt;br /&gt;
[[Spec Ops (Chimera)|Spec Ops]] facility will allow you to assign one agent (or two, if Improved Spec Ops is researched) to take part in different special operations. At the start you will have access only to the 3 basic operations, but you can unlock new ones by promoting your agents. You can assign an agent to specific operation only if they have required Rank. You can recall agents from Spec Ops at any moment, but the operation will be canceled and you will get no reward.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
[[Training (Chimera)|Training]] facility allows you to assign one agent (or two, if Improved Training is researched) to develop their stats. From the start you can either upgrade their health by 2 HP or remove Scars, if sustained. As your agents gain new Ranks, new possibilities at Training will appear. At Special Agent Rank Agents can choose &amp;quot;Unlock Potential&amp;quot; option which will increase their stats, depending on the agent&#039;s class, and at Principal Agent Rank they can &amp;quot;Unlock Ability&amp;quot;, which will give them unique passive ability apart from general skill tree. Whenever Agent gets a scar, it can be healed through corresponding option. Remember, you can only remove the Scars one by one, not all at once, so don&#039;t &amp;quot;collect them&amp;quot;, even if they are &amp;quot;not critical&amp;quot;. Just like Spec Ops, agents can be removed from Training programs, but they will lost any progress and must begin training from the beginning.&lt;br /&gt;
&lt;br /&gt;
==Armory==&lt;br /&gt;
[[Armory (Chimera)|Armory]] is the place where your Agents can be accessed for equipment change, promotions and minor customizations.&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
[[Supply (Chimera)|Supply]] is where you can buy basic items as well as the researched ones and upgrades for your weapons and armor.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
[[Investigation (Chimera)|Investigation]] has all the information about the [[Factions (Chimera)|Factions]] you are fighting in the game. It changes as you progress.&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
Once you unlock the [[Scavenger Market (Chimera)|Scavenger Market]], it will appear every 4 days. It will contain three random items to buy for Intel: advanced and elite weapon upgrades, advanced combat grenades and consumables, some elite vests and [[Epic Weapons (Chimera)|Epic Weapons]]. You may also have an option to trade Intel for Elerium.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119869</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119869"/>
		<updated>2024-09-11T16:49:30Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119868</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119868"/>
		<updated>2024-09-11T16:48:51Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119867</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119867"/>
		<updated>2024-09-11T16:48:07Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119866</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119866"/>
		<updated>2024-09-11T16:47:29Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Breach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119865</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119865"/>
		<updated>2024-09-11T16:46:38Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Armor Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119864</id>
		<title>Supply (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Supply_(Chimera)&amp;diff=119864"/>
		<updated>2024-09-11T16:45:46Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Weapon Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Supply(Chimera).png|right]]&lt;br /&gt;
Supply serves as Engineering. It displays items available to purchase with credits. Supply expands its list of available offerings as you complete [[Assembly (Chimera)|Assembly]] projects. The view can be switched to Inventory, allowing viewing of all non-equipped items.&lt;br /&gt;
&lt;br /&gt;
==Supply Items==&lt;br /&gt;
Only the items listed here are available for buying with Credits. There are other [[Items (Chimera)|items]] and [[Epic Weapons (Chimera)|Epic Weapons]], which can only be acquired via [[Scavenger Market (Chimera)|Scavenger Market]] or as Mission rewards.&lt;br /&gt;
&lt;br /&gt;
===Weapon Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced AR || +1 damage for Assault Rifles || §130 || Enhanced Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Pistol || +1 damage for Pistols || §125 || Enhanced Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced SMG || +1 damage for Submachine Guns || §150 || Enhanced Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shotgun || +1 damage for Shotguns || §155 || Enhanced Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted AR || +1 damage for Assault Rifles, Shredder ability || §180 || Mastercrafted Assault Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Pistols || +1 damage for Pistols, Shredder ability || §175 || Mastercrafted Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted SMG ||  +1 damage for Submachine Guns, Shredder ability || §190 || Mastercrafted Submachine Guns&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Shotguns || +1 damage for Shotguns, Shredder ability || §200 || Mastercrafted Shotguns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || No action cost for 1st reload || §40 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || +1 clip size || §55 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Stock || 1 damage for missed shots|| §60 || Modular Weapons&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || +5% critical chance, improves with proximity || §75 || Weapon Optics&lt;br /&gt;
|-&lt;br /&gt;
|Scope || +5% aim || §80 || Weapon Optics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Rounds || +1 damage, chance for Burning effect || §90 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Talon Rounds || +20% crit chance, +1 damage for critical hits || §90 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 damage, chance for Poison effect|| §90 || Gray Phoenix Gear &lt;br /&gt;
|-&lt;br /&gt;
|Tracer Rounds || +5 aim || §75 || none&lt;br /&gt;
|-&lt;br /&gt;
|Tranq Rounds || Render targets Unconscious rather than dead || §50 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Upgrades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Armor Upgrade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor Upgrade ||  All armor: +2 HP, +1 Utility item slot || §200 || Enhanced Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafted Armor Upgrade ||  All armor: +1 HP, +1 Armor || §300 || Mastercrafted Armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Extra Padding || +1 HP || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hellweave || 2-4 damage reflected to melee enemy|| §70 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Infiltrator Weave || Grants Adaptable ability (Breach through vents)|| §35 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mach Weave || +30 Dodge || §60 || Modular Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mindshield || Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control) || §80 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Regen Weave || +2 HP regeneration each turn || §80 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Weave || Grants Stasis effect instead of Bleeding Out || §75 || Sacred Coil Equipment&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Overdrive Serum || +2 mobility, +3 armor || §100 || Gray Phoenix Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Screen || Blocks the next damaging attack || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Relocation disc || Teleport to nearby location unless Rooted || §100 || Progeny Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Medikit || +4 HP, removes Burning, Acid, Poison || §30 || none&lt;br /&gt;
|-&lt;br /&gt;
|Nanomedikit || +6 HP, removes Burning, Acid, Poison || §30 || Improved Medikits&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Bubble Grenade || Stasis area effect || §75 || Sacred Coil Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Incendiary Grenade || Burning area effect || §80 || Sacred Coil Fire Gear&lt;br /&gt;
|-&lt;br /&gt;
|Gas Grenade || Poison area effect || §80 ||Gray Phoenix Poison Gear&lt;br /&gt;
|-&lt;br /&gt;
|Lift Grenade || Levitation area effect || §75 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Turncoat Grenade || Berserk area effect || §90 || Progeny Psi Grenades&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Grenade || Weapon Disabled area effect || §35 || none&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang Grenade || Disoriented area effect || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Smoke Grenade || Shrouded area effect || §40 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Breach===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Breach Item !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Cease Fire Bomb || Disables hostile weapons at this breach point. || §70 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Flash Bomb || Disorients all enemies in the room. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Bomb || Reduces hostile damage at this breach point. || §55 || Breach Explosives&lt;br /&gt;
|-&lt;br /&gt;
|MediPatch || +2 HP healing at this breach point. || §75 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Holo Scanner || Holo target all enemies at this breach point. || §60 || Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Target Analyzer || +50% crit chance at this breach point. || §60 ||  Breach Tactical Equipment&lt;br /&gt;
|-&lt;br /&gt;
|Auto Key Card || Grants breach access through security door. || §50 || none&lt;br /&gt;
|- &lt;br /&gt;
|Breaching Charge || Destroys walls to create new breach point. || §50 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Androids (Chimera)|Androids]]===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Android Item !! Slot !! Effects !! Cost !! Required Assembly Project&lt;br /&gt;
|-&lt;br /&gt;
|Android || N/A || Reinforcement unit if an agent is downed. || §150 || Android Personnel&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk I || Vision || +8% Aim || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Lidar Mk II || Vision || +15% Aim || §40 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk I || Processor || +1 Dodge || §20 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Tactical ASIC Mk II || Processor || +2 Dodge || §35 || Perfected Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Quadcore GPU || Processor || +10% Crit chance || §25 || Enhanced Android Processing&lt;br /&gt;
|-&lt;br /&gt;
|Octacore GPU || Processor || +18% Crit chance || §40 || Perfected Android Processing&lt;br /&gt;
|- &lt;br /&gt;
|Ballistic Foam Lining || Chassis || +2 HP || §20 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Impact Gel Lining || Chassis || +2 HP, +1 Armor || §35 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Polymer Sheathing || Chassis || +2 HP, +2 Armor || §40 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Titanium Sheathing || Chassis || +2 HP, +3 Armor || §50 || Perfected Android Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk I || Motor || +1 Mobility || §25 || Modular Androids&lt;br /&gt;
|-&lt;br /&gt;
|Servoharness Mk II || Motor || +2 Mobility || §35 || Perfected Android Mechanics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=119863</id>
		<title>Armor (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Chimera)&amp;diff=119863"/>
		<updated>2024-09-11T16:42:51Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Armor Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor Types==&lt;br /&gt;
There are no armor items in XCOM: Chimera Squad. Armor is replaced automatically as it is upgraded to Enhanced or Mastercrafted variants. It is used equally by all agents and Androids.&lt;br /&gt;
&lt;br /&gt;
===Basic Armor===&lt;br /&gt;
This initial armor provides no bonuses.&lt;br /&gt;
&lt;br /&gt;
===Enhanced Armor===&lt;br /&gt;
Provides 2 HP, and 1 Utility Item slot.&lt;br /&gt;
&lt;br /&gt;
===Mastercrafted Armor===&lt;br /&gt;
Provides 3 HP, 1 Armor, and 1 Utility Item slot.&lt;br /&gt;
&lt;br /&gt;
==Armor Mods==&lt;br /&gt;
After Modular Armor is researched, there is 1 Armor slot. It can be swapped or uninstalled at any time without destroying the item.&lt;br /&gt;
&lt;br /&gt;
* Extra Padding: +1 HP&lt;br /&gt;
* Hellweave: 2-4 damage reflected to melee enemy&lt;br /&gt;
* Infiltrator Weave: Adaptable ability (Breach through Vents)&lt;br /&gt;
* Mach Weave: +30 Dodge&lt;br /&gt;
* Mindshield: Immunity to negative mental effects (Disorientation, Stun, Panic, Mind Control)&lt;br /&gt;
* Regen Weave: +2 HP regeneration each turn&lt;br /&gt;
* Bubble Weave: Stasis effect instead of Bleeding Out&lt;br /&gt;
* Plated Vest: +1 Armor&lt;br /&gt;
* Motile Inducer: Target unimpaired ally gains 2 actions&lt;br /&gt;
* Adrenal Weave: First Overwatch fire will miss&lt;br /&gt;
* Flux Weave: Immunity to Disorientation and Stun&lt;br /&gt;
* Hazmat Sealing: immunity to all environmental status effects&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119862</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119862"/>
		<updated>2024-09-11T16:42:36Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Armor Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list is not complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || N/A || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Nanofiber Vest || +1 HP || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || First Overwatch fire will miss. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Immunity to disorientation and stun. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Immunity to all environmental status effects. || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || +5 Damage against robotic units. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || +1 Damage and Acid Burn. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 Damage and Poison. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Rooted status area effect || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=119861</id>
		<title>Weapons (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Chimera)&amp;diff=119861"/>
		<updated>2024-09-11T16:39:26Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Weapon Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Types==&lt;br /&gt;
Reclamation&#039;s weapons are mostly X-COM surplus left over from the War for Liberation. Each type is used by a specific set of agents and can be improved to Enhanced and Mastercrafted versions to increase their damage. They can also benefit from Weapon Mods and Ammo types. Note that Androids, unlike agents who are always stuck with single weapon type, can choose SMG, Rifle, or Shotgun.&lt;br /&gt;
&lt;br /&gt;
===Pangolin Gauntlets===&lt;br /&gt;
Damage: 3-4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cannot be improved with weapon mods or upgraded, and lacks [[Epic Weapons (Chimera)|epic]] variants. Exclusive to [[Zephyr (Chimera)|Zephyr]].&lt;br /&gt;
&lt;br /&gt;
===Pistol===&lt;br /&gt;
Damage: 3-4; Enhanced Pistol: 4-5; Mastercrafted Pistol: 5-6 + Shredder ability.&amp;lt;br&amp;gt;&lt;br /&gt;
Clip Size: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used by [[Blueblood (Chimera)|Blueblood]] and [[Cherub (Chimera)|Cherub]]. &lt;br /&gt;
&lt;br /&gt;
===SMG===&lt;br /&gt;
Damage: 3-5; Enhanced SMG: 4-6; Mastercrafted SMG: 5-7 + Shredder ability.&amp;lt;br&amp;gt;&lt;br /&gt;
Clip Size: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used by [[Terminal (Chimera)|Terminal]], [[Torque (Chimera)|Torque]], and [[Shelter (Chimera)|Shelter]].&lt;br /&gt;
&lt;br /&gt;
===Assault Rifle===&lt;br /&gt;
Damage: 3-5; Enhanced AR: 4-6; Mastercrafted AR: 5-7 + Shredder ability.&amp;lt;br&amp;gt;&lt;br /&gt;
Clip Size: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used by [[Verge (Chimera)|Verge]] and [[Patchwork (Chimera)|Patchwork]].&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
Damage: 4-6; Enhanced Shotgun: 5-7; Mastercrafted Shotgun: 6-8 + Shredder ability.&amp;lt;br&amp;gt;&lt;br /&gt;
Clip Size: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Used by [[Godmother (Chimera)|Godmother]], [[Axiom (Chimera)|Axiom]], and [[Claymore (Chimera)|Claymore]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Mods==&lt;br /&gt;
Just like in XCOM 2, you can modify the weapons of your team, although there are some changes. First of all, there are two mods slots (after Modular Weapons is researched), no matter of their level. Also these Mods can be freely swapped and uninstalled at any time without destroying them.&lt;br /&gt;
&lt;br /&gt;
* (Advanced/Superior) Scope: increases agent&#039;s Aim by 5/10/15%. Unlike XCOM 2, it can be installed alongside Laser Sight;&lt;br /&gt;
* (Advanced/Superior) Laser Sight: increases the Crit chance by 5/10/15%, increasing further by up to 10/20/30% if close to the target. Unlike XCOM 2, can be installed alongside Scope;&lt;br /&gt;
* (Advanced/Superior) Expanded Magazine: increases the weapon&#039;s ammo by 1/2/3;&lt;br /&gt;
* (Advanced/Superior) Auto-Loader: first 1/2/3 Reloads are free actions;&lt;br /&gt;
* (Advanced/Superior) Stock: if agent&#039;s shot missed, it still deals 1/2/3 damage to the target;&lt;br /&gt;
* Hair Trigger: every fire action has a 10% chance of costing no AP;&lt;br /&gt;
* Impact Frame: increases the Subdue damage by 2. Cannot be installed on Cherub&#039;s Pistol;&lt;br /&gt;
* Reflex Grip: shooting as the first action does not ends the turn. Cannot be installed on Blueblood&#039;s Pistol;&lt;br /&gt;
* Targeting System: hitting Holo-Targets the enemy. Subsequent shots at the same enemy grant +15 Aim, as long as they remain Holo-Targeted.&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119860</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119860"/>
		<updated>2024-09-11T16:30:52Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list is not complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || N/A || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Nanofiber Vest || +1 HP || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || First Overwatch fire will miss. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Immunity to disorientation and stun. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Immunity to all environmental status effects. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || +5 Damage against robotic units. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || +1 Damage and Acid Burn. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 Damage and Poison. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Rooted status area effect || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119859</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119859"/>
		<updated>2024-09-11T15:24:37Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Weapon Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list is not complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Utility Item || Applies rooted status to characters in target area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || N/A || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || N/A || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Nanofiber Vest || +1 HP || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || First Overwatch fire will miss. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || +5 Damage against robotic units. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || +1 Damage and Acid Burn. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 Damage and Poison. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Rooted area effect || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119858</id>
		<title>Items (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Items_(Chimera)&amp;diff=119858"/>
		<updated>2024-09-11T15:22:32Z</updated>

		<summary type="html">&lt;p&gt;Riw: Undo revision 118346 by NorthFury (talk) 3 times N/A makes no sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Besides the items you buy from [[Supply (Chimera)|Supply]], there are several additional items, which you can either buy at the [[Scavenger Market (Chimera)|Scavenger Market]], or receive as a mission reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the list is not complete. Feel free to add items you find.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mission Reward Items==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || Armor Mod || First Overwatch fire will miss&lt;br /&gt;
|-&lt;br /&gt;
|Flux Weave || Armor Mod || Immunity to disorientation and stun&lt;br /&gt;
|-&lt;br /&gt;
|Hazmat Sealing || Armor Mod || Immunity to all environmental status effects&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Utility Item || Applies rooted status to characters in target area&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scavenger Market==&lt;br /&gt;
I1, I2 and I3 are used to refer to the first, second and third investigation.&lt;br /&gt;
&lt;br /&gt;
The offering varies based on the investigation you are on and the Intel cost is randomized.&lt;br /&gt;
* During I1, two items always cost 35-55 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I2, two items always cost 90-130 Intel, and one item costs 70-90 Intel.&lt;br /&gt;
* During I3, all three items cost 70-90 Intel&lt;br /&gt;
&lt;br /&gt;
N/A means the item is not available during that particular Investigation.&lt;br /&gt;
&lt;br /&gt;
===Epic Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Epic Weapons (Chimera)|Epic Weapons]] || N/A || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Laser Sight || +10% Crit || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Laser Sight || +15% Crit || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Scope || +10% Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Scope || +15% Aim || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Extended Magazine || +2 Ammo || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Extended Magazine || +3 Ammo || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Auto-Loader || 2 Free Reloads || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Auto-Loader || 3 Free Reloads || 70-90 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Stock || +2 Miss Damage || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Superior Stock || +3 Miss Damage || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Targeting System || Holo-Targeting for +15 Aim || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Fire has 10% chance for no AP cost || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Impact Frame || +2 Subdue Damage || 70-90 || 90-130 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Reflex Grip || Shooting doesn’t End Turn || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Plated Vest || +1 Armor || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Nanofiber Vest || +1 HP || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Motile Inducer || Target unimpaired ally gains 2 actions. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Adrenal Weave || First Overwatch fire will miss. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item!!Effect!!I1 Cost!!I2 Cost||I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|AP Rounds || Ignore Armor for 5 Damage. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Bluescreen Rounds || +5 Damage against robotic units. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Caustic Rounds || +1 Damage and Acid Burn. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Venom Rounds || +1 Damage and Poison. || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Grenade!!Effect!!I1 Cost!!I2 Cost!!I3 Cost&lt;br /&gt;
|-&lt;br /&gt;
|Adhesion Grenade || Rooted area effect || 35-55 || 70-90 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Frag Grenade || Area Armor remove, might destroy cover || 35-55 || 70-90 || N/A&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Grenade || Area Armor remove, destroys most cover || 70-90 || 90-130 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elerium===&lt;br /&gt;
Elerium can only be bought at Scavenger.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Size!!Effect!!Available!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Small Elerium Cache || +50 Elerium || I1 || 35-55&lt;br /&gt;
|-&lt;br /&gt;
|Medium Elerium Cache || +75 Elerium || I2 || 70-90&lt;br /&gt;
|-&lt;br /&gt;
|Large Elerium Cache || +100 Elerium || I3 || 70-90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Patchwork_(Chimera)&amp;diff=119856</id>
		<title>Patchwork (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Patchwork_(Chimera)&amp;diff=119856"/>
		<updated>2024-09-11T14:31:38Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Patchwork&lt;br /&gt;
|image      = [[File:Agent_1_patch.png|Agent Patchwork|200px]]&lt;br /&gt;
|It’s been said her bytes really bite. Her natural aptitude with technology is unmatched in XCOM, save for the abilities of her best friend, Lily Shen.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = OPERATOR&lt;br /&gt;
|traits  = Utility, Electronic disruption&lt;br /&gt;
|weapon = Rifle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t worry, we can fix it.&amp;quot; -Patchwork&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patchwork&#039;&#039;&#039; is a human tech specialist and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Patchwork excels at fighting mechanical enemies, either via direct damage or by hacking them; as a result, she is an excellent choice when fighting Sacred Coil. That being said, her Gremlin is able to cause consistent damage to multiple enemies with its &#039;&#039;Chaining Jolt&#039;&#039; ability and she can also provide combat support for her allies as well.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|8||10||65||40||0||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&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;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Chaining Jolt&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Patchwork sends her GREMLIN to jolt an enemy. Attack chains to nearby enemies. Damage is increased against robotic enemies.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Hack Door&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Hack open a door at the start of a Breach.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Reprogram&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Patchwork sends her GREMLIN to reprogram a robotic enemy and take control of them. Lasts 3 turns. 4 turn cooldown if successful, 1 turn otherwise.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Combat Scanners&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The GREMLIN scans the room, applying Holo Targeting to all enemies and increasing the squad’s Aim.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Voltaic Arc&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The GREMLIN shocks enemies if they move too close to Patchwork or if Patchwork moves close to them. This attack chains to nearby enemies&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Threat Recognition&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Upgrades Combat Scanners to provide additional uses and grant bonus Crit to all allies at Patchwork’s Breach point.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Stasis Field&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Patchwork sends the GREMLIN to temporarily place an enemy into Stasis. The enemy cannot attack but is immune to all damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Shock Therapy&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Upgrades Chaining Jolt to Disorient and potentially Stun targets.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;High Voltage&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Chained attacks from Chaining Jolt or Voltaic Arc deal extra damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Capacitor Discharge&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Patchwork sends the GREMLIN to fire a substantial electric discharge, damaging and potentially Stunning all nearby units. Robotic units take more damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+1 Utility Item slot&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Storm Generator&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Increases the chain range of Chaining Jolt.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Unlike [[Torque (Chimera)|Torque]]&#039;s Bind skill, Patchwork&#039;s Stasis skill works on large enemies and/or bosses.&lt;br /&gt;
*Using &#039;&#039;Stasis Field&#039;&#039; on the last active enemy in an encounter extends the encounter another turn - allowing allies to heal, and special abilities to cool down.&lt;br /&gt;
*Armed with the Epic Weapon &#039;&#039;Impetuous Spire&#039;&#039; and upgraded with &#039;&#039;Superior Extended Magazine&#039;&#039; the weapon&#039;s &#039;&#039;Banish&#039;&#039; ability delivers six shots in a row against a single enemy on a full clip, albeit with slightly reduced Aim.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Patchwork lost her entire family during the invasion, as well as an arm and both of her legs. She eventually ended up in an ADVENT orphanage, where a gene therapy clinic built her prosthetic limbs so she could be used as proof of the aliens&#039; benevolence in propaganda. However, her technical skills allowed her to discover evidence of ADVENT&#039;s true nature, and she engineered her own rescue by X-COM. She served as an engineer on the Avenger during the War for Liberation until a shortage of personnel required her to take up active duty; after the war&#039;s end, Lily Shen requested her transfer to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=119855</id>
		<title>Terminal (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terminal_(Chimera)&amp;diff=119855"/>
		<updated>2024-09-11T14:25:58Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoBox XCOMCS&lt;br /&gt;
|name       = Agent Terminal&lt;br /&gt;
|image      = [[File:Agent_1_terminal.png|Agent Terminal|200px]]&lt;br /&gt;
|Terminal is a highly-skilled combat medic who likes her humor like she likes her coffee: black. Once she’s saved your life, she’ll never let you forget it.&lt;br /&gt;
|race = HUMAN&lt;br /&gt;
|class = MEDIC&lt;br /&gt;
|traits = Healing, Support&lt;br /&gt;
|weapon = SMG&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you die, everything in your locker is mine. Especially the embarrassing stuff.&amp;quot;&#039;&#039; -Terminal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terminal&#039;&#039;&#039; is a human former Resistance combat medic and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Terminal is the squad&#039;s medic, giving her a critical role in keeping her allies in fighting shape- while her initial healing ability is roughly equivalent to a Medikit&#039;s, it can be deployed at long range and also grants bonus defense to its recipient. Though somewhat fragile herself, Terminal also has surprisingly good Aim in case she needs to take a more active role in a firefight. &lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
{|class=&amp;quot;wikitable&lt;br /&gt;
!Health||Mobility||Aim||Will||Dodge||Crit||Psi&lt;br /&gt;
|-&lt;br /&gt;
|9||10||65||40||0||0||0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&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;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Safeguard&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal sends the Gremlin to an ally to restore 4 HP, cleanse burning, acid and poison, and grant 20 defense. Does not end turn.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Hack Door&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal can use her Gremlin to open secure doors for breaches.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Refresh&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Gremlin heals all allies at this breach point for 2 HP. One use per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If Terminal takes enough damage to begin bleeding out, she is instead reduced to 1 HP and immediately enters Stasis for 1 turn. One use per mission.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Pin Down&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal shoots non-damaging suppressive fire at a target to push their turn down the timeline. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cooperation&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal coordinates with a nearby unimpaired ally to grent them an immediate bonus action. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Armor System&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Safeguard provides +1 Armor to the protected unit.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Terminal heals to full at the end of every encounter.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Second Wind&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;The Gremlin heals the whole squad, curing negative status effects and stabilizing downed allies. One use per mission. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 utility item slot.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Guardian&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Overwatch triggers for multiple targets, as long as ammo is available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Analysis==&lt;br /&gt;
*Terminal in terms of abilities is closer to the [[Enemy Unknown]] Support soldier than [[XCOM 2]] Medic Specialist. Aside from healing, she also can offer some combat support — Pin Down delays enemy for a few turns and Cooperation can help your Agent to take a daysaving move. This is further cemented by her final Training ability, Guardian, which can damage or kill multiple enemies with her reaction fire, so remember to use Expanded Mag for this case.&lt;br /&gt;
*Consider using Safeguard as the protecting ability in case you feel that one of your Agents is about to be flanked. Armor System ability helps a lot too, since it reduces all incoming damage by 1.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Terminal&#039;s parents died in the initial invasion, forcing her to flee with her uncle to a relocation camp. After he died of disease, she was adopted by a doctor who had lost her only daughter in the invasion. She developed an interest in medicine herself and apprenticed in her adoptive mother&#039;s medical clinic for years, but ultimately was orphaned again after their town was destroyed by one of ADVENT&#039;s punitive assaults. When resistance forces pulled her out of the rubble, she offered her services as a combat medic, saving hundreds of lives during the war. She was initially rejected by Reclamation due to concerns about her psychological stability, but following regular psionic probing that confirmed that she was fit to serve she was assigned to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=119750</id>
		<title>Engineer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Engineer_(Long_War)&amp;diff=119750"/>
		<updated>2024-08-28T10:19:19Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Engineer (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;Engineer]]&lt;br /&gt;
{{Toc (Long War)|55}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Armor Piercing Ammo, Shredder Ammo, Battle Scanner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Grenadier (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke Grenade (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporal3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Sapper (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No others bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Corporal3={{HEAT Warheads (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+2 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{Will To Survive (Long War) |text=1}}&lt;br /&gt;
|Sergeant2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Repair (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Suppression (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Dense Smoke (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Mayhem (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|GunSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{HEAT Ammo (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;+3 Aim, +3 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Tandem Warheads (Long War) |text=1}}&lt;br /&gt;
|MSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Fire Rocket (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Bombard (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=1 || rank1-aim-add=3 || rank1-will-add=5(-6) || rank1-hp-total=1 || rank1-aim-total=3 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=2 || rank2-will-add=5(-6) || rank2-hp-total=1 || rank2-aim-total=5 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=3 || rank3-will-add=3(-4) || rank3-hp-total=2 || rank3-aim-total=8 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=2 || rank4-will-add=3(-4) || rank4-hp-total=2 || rank4-aim-total=10 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=1 || rank5-aim-add=3 || rank5-will-add=3(-4) || rank5-hp-total=3 || rank5-aim-total=12 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=2 || rank6-will-add=3(-4) || rank6-hp-total=3 || rank6-aim-total=15 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=3 || rank7-will-add=3(-4) || rank7-hp-total=4 || rank7-aim-total=18 || rank7-will-total=25(-32)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Offensive Support / Defensive Support&lt;br /&gt;
&lt;br /&gt;
Engineers are a class largely based around items and special abilities. Their starting &#039;&#039;&#039;Grenadier&#039;&#039;&#039; perk allows them doubled offensive grenades and a throw range bonus, and they can boost their offensive grenades further with &#039;&#039;&#039;Sapper&#039;&#039;&#039; and &#039;&#039;&#039;Bombardier&#039;&#039;&#039;. With perks such as &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and flashbangs, since the range bonus from Grenadier and Bombardier applies (Bombardier even works with Battlescanners, which are also available as a perk). Engineers can also enjoy triple uses of the Arc Thrower with the &#039;&#039;&#039;Repair&#039;&#039;&#039; perk. Unfortunately, all of these roles compete for your limited item slots. &lt;br /&gt;
&lt;br /&gt;
As Engineers are mostly brought along for their consumable items, and therefore don&#039;t need high aim, they are great candidates to be your primary &#039;&#039;&#039;Psionic&#039;&#039;&#039; troopers or &#039;&#039;&#039;Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you choose the &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; perk, note that you will be unable to select a sidearm any more. Also bear in mind that Rocket and Shredder Rocket items are restricted to the [[Rocketeer (Long War)|Rocketeer]] class, so an Engineer with a rocket launcher can only ever have the one rocket. On the other hand, with Sapper that one rocket will blow a very big hole in any cover you fire it at. When carrying the Shredder Ammo item, the Engineer&#039;s rocket will simultaneously destroy cover and apply the Shredded condition.&lt;br /&gt;
&lt;br /&gt;
On the downside, Engineers have the worst aim progression of all classes, so should you manage to exhaust your special abilities Engineers are lacking in offensive ability. Their dependence on items means Engineers are hard pressed to spare an item slot for a defensive item such as Chitin Plating, which, since they need to be near the front to throw their grenades at enemies, can leave them a little lacking in defense.&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is perhaps the most flexible class in XCOM. Every class build will depend heavily on the player’s preference but where the &#039;&#039;&#039;Infantry&#039;&#039;&#039; has two defined roles – the Aggressive approach and the Defensive one, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; has at least 5 – Capture, Utility with Repair, Disabling with Arc Rifle, Damage grenades and Support grenades. The possibilities for hybrid builds are also quite a few. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; brings a unique perk to the table – &#039;&#039;&#039;Repair&#039;&#039;&#039;. Unlike &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039;, this perk cannot be replicated by any craftable equipment. There is a perk that can somewhat substitute it – the &#039;&#039;&#039;Packmaster&#039;&#039;&#039;, but its efficiency when augmenting the Arc Thrower is definitely lower.&lt;br /&gt;
&lt;br /&gt;
The Engineer is so versatile that you’d wish you could take multiple perks from the same rank.&lt;br /&gt;
&lt;br /&gt;
===Perks===&lt;br /&gt;
&#039;&#039;&#039;Lance Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Holo-Targeting (Long War)|align=left}}Holo can greatly reduce the Engineer’s weakness, brought by the class’s lackluster aim, by augmenting the rest of the squad’s firepower. Keep in mind that multiple instances of &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; do not stack, so it may be counterproductive to pick it up on too many soldiers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke Grenade (Long War)|align=left}}Key defensive tool, especially in combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. This support grenade can be useful in basically every mission, providing defense while removing the +50 crit chance bonus for being exposed. The uses for smoke grenades are plenty: you can give allies low cover on demand, upgrade their low cover to heavy cover, keep a suppresisng unit safe under sustained fire, and so on. With the vastly expanded range of small items in Long War you will often find yourselves starved on item slots, so a perk that removes the need to sacrifice a weapon slot for a specific grenade is a welcome addition to any squad. Furthermore, with this perk your soldier can take an action after throwing a smoke grenade, which greatly improves your soldiers versatility by adds additional action economy such as the ability to throw a smoke while destroying enemy cover. Later in the campaign, with &#039;&#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Packmaster&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;, you can carry enough &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; to cover your squad in almost every engagement in a mission. Keep in mind that explosives can still do a number on you - if the defense of your entire squad is amplified (and especially if they are sticking closer to each other), aliens and Exalt are more prone to use grenades.&lt;br /&gt;
&lt;br /&gt;
{{Sapper (Long War)|align=left}}The defining &#039;&#039;&#039;Engineer&#039;&#039;&#039; perk - it makes cover evaporate, and gives +1 damage to grenades. Without this perk &#039;&#039;&#039;Engineers&#039;&#039;&#039; cannot reliably destroy cover made from alien alloys and they will sometimes struggle with conventional cover. If you are raiding an alien vessel and you do not possess this perk, consider using AP grenades instead of HE ones and go for kills rather than cover destruction. But if you do have it, you can chew through anything on demand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{HEAT Warheads (Long War)|align=left}}Armored unites in Long War are infinitely deadlier than they were in vanilla. This perk could be the difference between surviving a swam of seekers or wiping your squad. That said, &#039;&#039;&#039;Engineers&#039;&#039;&#039; do not use &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; as efficiently as a &#039;&#039;&#039;Rocketeer&#039;&#039;&#039;, since grenades cannot reliably hit flying targets; creative use of terrain (such as trying to get the grenade to stick to a wall) can help, but in most cases don&#039;t expect to hurt fliers.&lt;br /&gt;
&lt;br /&gt;
{{Smoke And Mirrors (Long War)|align=left}}Support grenades greatly increase your squad’s survivability and its ability to incapacitate aliens. An extra charge of all support grenades in your &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; inventory is almost doubles their usefulness, even if you do not pick &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039; later on. However, it does not have synergy with &#039;&#039;&#039;Sapper&#039;&#039;&#039;, as it does not apply to destructive grenades.&lt;br /&gt;
&lt;br /&gt;
{{Ranger (Long War)|align=left}}The low aim of the &#039;&#039;&#039;Engineer&#039;&#039;&#039; can make this perk less valuable when using an assault rifle, but it can improve the efficiency of the carbine and the shotgun. However, the &#039;&#039;&#039;Engineer&#039;&#039;&#039; does not have access to perks that provide critical damage or chance, so &#039;&#039;&#039;Ranger’s&#039;&#039;&#039; power is reduced compared with other soldiers. A build that uses the &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; as its primary weapon and a heavy pistol sidearm will benefit from &#039;&#039;&#039;Ranger&#039;&#039;&#039;, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Will To Survive (Long War)|align=left}}This perk can greatly increase the survivability of a close quarters &#039;&#039;&#039;Engineer&#039;&#039;&#039;, especially when in high cover. Taking up to three damage off a hit while in heavy cover is not something that should be passed on lightly and the extra Will is a nice addition for a psionic build if you go that route.&lt;br /&gt;
&lt;br /&gt;
{{Suppression (Long War)|align=left}}The ability to prevent aliens from employing long range grenades and other AOE abilities cannot be emphasized enough. However, this class lacks access to &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; or large magazine weapons to continue suppressing, and wasting a slot on the &#039;&#039;&#039;Hi Cap Mags&#039;&#039;&#039; item will greatly reduce the effectiveness of a grenade specialist.&lt;br /&gt;
&lt;br /&gt;
{{Repair (Long War)|align=left}}Another class-defining perk, making the &#039;&#039;&#039;Engineer&#039;&#039;&#039; the only class that can make multiple capture attempts per mission - up to 3 with this alone and a 4th with &#039;&#039;&#039;Packmaster&#039;&#039;&#039;. Also allows the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to function as a medic for MECs and SHIVs once the appropriate research is conducted. Capturing aliens is much more important than in Vanilla due to the need for large numbers of plasma weapons for research purposes, and the greatly expanded range of alien abilities makes the capturing game much more dangerous than before. The Arc Thrower has been also heavily nerfed. The maximum chance to capture an alien without the improvement project from the Foundry is 54% and even with the project that number rises only up to 57%. The Arc Thrower weighs twice as normal items so bringing multiple instances of this item is ill-advised in most situations. There are, however, quite a few number of ways that can keep an alien lockdown, so it is possible to use the Arc Thrower on the same alien more than once, if a capture has failed; Command will let you take a second capture attempt in a turn, and Disabling Shot (from either the Sniper perk or the Arc Rifle) will buy you a safe turn, as can stacking debuffs like Flashbangs, Chem Grenades, and Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tech Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Dense Smoke (Long War)|align=left}}The increased defense of the smoke grenade allows your soldiers to survive situations that would otherwise spiral out of control, such as being caught in the open by a bad activation or unfortunate cover destruction. &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; gives almost the same defense as High Cover and much like regular smoke removes the +50 crit chance bonus when exposed.&lt;br /&gt;
&lt;br /&gt;
{{Battle Scanner (Long War)|align=left}}Extra battle scanners allows you to throw them around liberally to gain advanced notice of enemy pods, enables triggering pods with rockets or sniper fire, and lets you counter seekers on demand. When you know the coast is clear, you can clear maps much faster, thus improving Meld harvesting efficiency. The perk also gives you a (non-stacking) +70% throw range on your scanners, giving you the equivalent of Bombard if you don&#039;t already have it (and Grenadier, but you already do).&lt;br /&gt;
&lt;br /&gt;
{{ Mayhem (Long War)|align=left}}A key perk for the pure Grenade build, increasing your explosive damage. The &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039; also gains the +4 damage bonus from &#039;&#039;&#039;Mayhem&#039;&#039;&#039; that is applied to strike rifles, making it much more useful when not Disabling. &amp;quot;&#039;&#039;&#039;Mayhem&#039;&#039;&#039; also allows the soldier to do two points of chip damage on &#039;&#039;&#039;Suppression&#039;&#039;&#039;, but the &#039;&#039;&#039;Engineer&#039;&#039;&#039; is not a class that is optimized for a &#039;&#039;&#039;Suppression&#039;&#039;&#039; build. The &#039;&#039;&#039;Engineer&#039;&#039;&#039; can gain &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; via an item, and thus the value of damaging &#039;&#039;&#039;Suppression&#039;&#039;&#039; is greatly increased, though still limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunnery Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Extra Conditioning (Long War)|align=left}}With the low aim of the Engineer, many players prefer to use them in close quarters. With the addition of extra will, mobility and up to +4 armor HP, this perk can greatly improve your soldier’s survivability. The extra aim bonus makes the perk worthwhile even if you have something different than close combat in mind.&lt;br /&gt;
&lt;br /&gt;
{{HEAT Ammo (Long War)|align=left}}An unintuitive perk for the &#039;&#039;&#039;Engineer&#039;&#039;&#039;, as they are not a primarily shooting class. Adds to the chip damage against robotic enemies with &#039;&#039;&#039;Mayhem Suppression&#039;&#039;&#039; and lets your regular gun hit decently hard (though generally not enough damage to matter against heavy targets). With an &#039;&#039;&#039;Arc Rifle&#039;&#039;&#039;, the guaranteed damage to robotic units can make the &#039;&#039;&#039;Engineer&#039;&#039;&#039; able to pick off wounded Drones or Seekers when not Disabling larger enemies.&lt;br /&gt;
&lt;br /&gt;
{{Packmaster (Long War)|align=left}}&#039;&#039;&#039;Packmaster&#039;&#039;&#039; greatly increases slot value and grenade efficiency, adding an extra charge to every equipped item and anything from a perk. It also improves the Arc Thrower charges by 1. If you don’t need weapon firepower from your &#039;&#039;&#039;Engineer&#039;&#039;&#039; and can keep him safe, this perk could greatly improve his usefulness on the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Fire Rocket (Long War)|align=left}}An &#039;&#039;&#039;Engineer’s&#039;&#039;&#039; rocket will be very unreliable when used without proper preparation, but with &#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; the rocket will still pack a decent punch. The rocket will also apply Shred when carrying Shredder Ammo even though it will do the regular damage and cover destruction of a regular rocket. By Master Sergeant, even if you make your lowest aim troopers engineers, you&#039;ll have respectable enough accuracy with the rocket to probably hit something, but note you can&#039;t equip extra rockets.&lt;br /&gt;
&lt;br /&gt;
{{Bombard (Long War)|align=left}}This is one of the perks that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a grenade specialist, allowing you to toss cover destruction, damage, and even support grenades like Chem deep into the enemy formation... even activating pods with them. Thanks to Grenadier and Bombard, you can even mimic the bonus throw range of the Battle Scanners perk, though waiting until MSgt for good Scanners might be a bad idea.&lt;br /&gt;
&lt;br /&gt;
{{Tandem Warheads (Long War)|align=left}}The alternate perk that allow the &#039;&#039;&#039;Engineer&#039;&#039;&#039; to shine as a damage grenade specialist. If you&#039;re willing to expose your &#039;&#039;&#039;Engineer&#039;&#039;&#039; to danger and close the distance, they will rival &#039;&#039;&#039;Rocketeers&#039;&#039;&#039; for damage and cover destruction.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Explosive Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Sapper (Long War)}} &lt;br /&gt;
|CPL={{ HEAT Warheads (Long War)}} &lt;br /&gt;
|SGT={{ Repair (Long War)}} &lt;br /&gt;
|TSG={{ Mayhem (Long War)}} &lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Tandem Warheads (Long War)}}&lt;br /&gt;
|Boost= +3 Aim; + 3 Will; + 1 Mobility&lt;br /&gt;
|Strength=AOE Damage, Cover destruction&lt;br /&gt;
|Weakness=Flyers, Single target damage&lt;br /&gt;
|Battles=Heavy &amp;amp; Swarming abductions; Big UFOs; Data Recovery&lt;br /&gt;
|Loadout=Shotgun; Pistol; HE/AP/Alien grenades&lt;br /&gt;
|Power Ranks=LCL for cover destruction, TSG and MSG for damage&lt;br /&gt;
|Description=This soldier specializes in dealing explosive damage. Often, this Engineer will simply provide cover destruction with Alien or HE grenades for his squad. Occasionally, clumped enemies will present an opportunity for a damage grenade, particularly Chryssalids, Berserkers, Seekers, and Drones. For these situations, AP grenades are preferred, but Alien grenades can be used in a pinch. Combine with a shredder rocket beforehand for deadly effect. Once explosive reserves have been depleted the shotgun will remain effective at close range. This is not the most mobile or durable soldier, but will still be able to take a hit or two and move at a decent rate. Employ mainly when facing at least 15 enemies, especially when there will likely be lots of melee enemies (terror missions) or plenty of destructible cover.&lt;br /&gt;
|Strategic Analysis=The explosives specialist provides two primary functions, cover destruction and AOE damage, and does excellently in these roles. The Repair skill is also incredibly useful once alien captures become a priority. However, it falls off late game mainly due to the fact that high-level Rocketeers are able do more damage, target flyers, and shred when necessary. They remain relevant for cover destruction, particularly after tactical rigging is acquired (allowing them to carry a staggering 9 grenades), however, a Toolbox engineer performs this roll nearly as well and provides far more utility. Thus, this build makes a good candidate to become Shoguns, who can be built to be one of the two best cover-destruction units in the game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Support Grenades Specialist===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Smoke Grenade (Long War)}} &lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}} &lt;br /&gt;
|SGT={{ Suppression (Long War)}} &lt;br /&gt;
|TSG={{ Dense Smoke (Long War)}} or {{Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}} &lt;br /&gt;
|MSG={{ Bombard (Long War)}} &lt;br /&gt;
|Boost= +1 Aim&lt;br /&gt;
|Strength=Crowd Control&lt;br /&gt;
|Weakness=Damage, Cover destruction&lt;br /&gt;
|Battles=Light &amp;amp; Moderate Abductions; Small &amp;amp; Medium UFOs; Covert Extraction&lt;br /&gt;
|Loadout=Shotgun; Pistol; Battle Scanner + Support Grenades (Flashbang, Chem Grenade, Psi Grenade, Mimic Beacon, Shadow Device)&lt;br /&gt;
|Power Ranks=None; build comes online immediately at LCL, and gains a bit more crowd control capability with every rank. TSG is a solid rank thanks to dense smoke.&lt;br /&gt;
|Description=This soldier handles very well before resources are depleted, providing support for the squad in the form of Smoke cover, Suppression, and offensive support grenades. Employ this soldier when fighting less than 20 enemies. Once this soldier depletes all grenades, overall usefulness will drop substantially. For a very long mission such as a base assault, this build can bring enough smoke grenades to cover your squad in every dangerous engagement. Always bring Battle Scanners for the recon value they offer, either through the perk itself or as an item (you&#039;ll have worse throw range without the perk, at least until you pick up Bombard, but you&#039;ll have better Smoke grenades), and then fill the rest of your slots with utility grenades.&lt;br /&gt;
|Strategic Analysis=Support grenades are useful at every phase of the game, and so is the support grenadier. However, lacking the Repair perk can become a big problem mid-game when captures become important. Forgoing Suppression weakens the build significantly, because it is the only unlimited form of enemy neutralization the Support Grenadier has. If using this build, having at least two engineers of a different build in your roster is advised for use in the mid-game. One final note: Medics can take virtually the exact same build, albeit with Field Medic instead of Grenadier and Combat Drugs instead of Dense Smoke. If you would like support grenadiers in your roster, consider which of these two classes will better suit your needs and playstyle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Toolbox Engineer===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Repair (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost=N/A&lt;br /&gt;
|Strength=Versatility: Intel, Cover destruction, Support grenades, Captures&lt;br /&gt;
|Weakness=Lacks specialization (except Battle Scanners)&lt;br /&gt;
|Battles=Any&lt;br /&gt;
|Loadout=Carbine or SMG; Pistol; Any&lt;br /&gt;
|Power Ranks=LCL for cover destruction, TSG for intel&lt;br /&gt;
|Description=This is a strong hybrid build that allows the soldier to provide an incredible amount of utility, making them useful on almost any mission type. They can provide excellent cover destruction, get 3 support or damage grenades per backpack slot, and bring 4 arc thrower charges instead of just one. They excel at acquiring intel, as they get 3 battle scanners without a backpack slot upon reaching TSGT (and a 4th at GSGT). However, intel is the only thing this engineer truly excels at. Support Grenadiers provide better smoke and crowd control, and Explosives Specialists provide slightly better cover destruction thanks to Tandem Warheads. Employ this build when you need to be ready with consumables for a variety of different situations, but cannot justify the squad slots to bring multiple Engineers, Medics, or Rocketeers.&lt;br /&gt;
|Strategic Analysis=This build is useful throughout the game, but falls off slightly when captures are no longer necessary. Take Suppression instead of Repair if this concerns you, but be prepared to have shortages of alien captives and weapons unless you have other engineers with the Repair perk. Also note that there are Foundry projects that allow your Arc Thrower to restore HP to MECs and SHIVs, and another which allows it to capture enemy Drones, so you can still find uses for that Arc Thrower in the late game in some circumstances.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Sapper (Long War)}}&lt;br /&gt;
|CPL={{ Smoke And Mirrors (Long War)}}&lt;br /&gt;
|SGT={{ Will To Survive (Long War)}}&lt;br /&gt;
|TSG={{ Battle Scanner (Long War)}}&lt;br /&gt;
|GSG={{ Packmaster (Long War)}}&lt;br /&gt;
|MSG={{ Bombard  (Long War)}}&lt;br /&gt;
|Boost= +3 Will&lt;br /&gt;
|Strength=See &amp;quot;Toolbox Engineer&amp;quot; above&lt;br /&gt;
|Weakness=See &amp;quot;Toolbox Engineer&amp;quot; above&lt;br /&gt;
|Battles=Covert Operative&lt;br /&gt;
|Loadout=A laser pistol and whatever grenades you deem necessary&lt;br /&gt;
|Power Ranks=LCL for cover destruction&lt;br /&gt;
|Description=The Engineer&#039;s ability to carry vast amounts of support items, particularly grenades, makes them surprisingly effective as Covert Operatives. Relying on their explosive payload to wreak devastation on EXALT, the restriction to just a pistol is far less damaging to them than to any other class. Use this build to soften up enemy groups before your main squad engages, clean up wounded, tear down cover, or supply additional support effects to augment your team. While this is a great boon to your squad during a Data Recovery operation, this build can be a very real liability during Covert Extraction missions, where Run &#039;n&#039; Gun, Lightning Reflexes, Sprinter, and Concealment save lives; be prepared to lose this operative (along with the mission) during a Covert Extraction with unfortunate Comm Array placement.&lt;br /&gt;
|Strategic Analysis=This build is almost identical to the Toolbox Engineer, except without the Repair skill. Consider taking Repair instead of Will To Survive if you want this build to be more useful outside of covert operations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Bullet Wizard Engineer===&lt;br /&gt;
{{Class Build (Long War)&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}}&lt;br /&gt;
|CPL={{ Ranger (Long War)}}&lt;br /&gt;
|SGT={{ Suppression (Long War)}}&lt;br /&gt;
|TSG={{ Mayhem (Long War)}}&lt;br /&gt;
|GSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|MSG={{ Fire Rocket  (Long War)}}&lt;br /&gt;
|Boost= +5 Aim; +3 Will; +1 Mobility&lt;br /&gt;
|Strength=Increases damage output from the rest of the squad&lt;br /&gt;
|Weakness=Limited utility&lt;br /&gt;
|Battles=Small &amp;amp; Medium UFOs&lt;br /&gt;
|Loadout=Carbine; Shredder Ammo; HE/AP/Alien grenades&lt;br /&gt;
|Power Ranks=TSG for Mayhem Suppression&lt;br /&gt;
|Description=This soldier is entirely focused on increasing the accuracy and damage of the rest of the squad, without relying on consumables. Applying Holo-Shred-Suppression to priority targets is their primary role, while the Rocket serves as an emergency button. This makes them ideal for training missions, where they can cover for a lack of competent Gunner and Rocketeer simultaneously.&lt;br /&gt;
|Strategic Analysis=This build is meant for the mid to late game, acting as a babysitter for lower ranking troops. Using an item slot to carry Shredder Ammo and lacking grenade related perks other than Grenadier seriously limits their ability to fill typical Engineer roles. Gunners make better use of Holo-Shred-Suppression, and Rocketeers make better use of explosives, meaning you likely won&#039;t want more than one or two soldiers using this build on your roster. Adding Psionic abilities will greatly expand this soldier&#039;s options, making them even better at compensating for an otherwise low level squad.&lt;br /&gt;
}}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=119749</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=119749"/>
		<updated>2024-08-28T10:17:32Z</updated>

		<summary type="html">&lt;p&gt;Riw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Class Scout (Long War).png|left|frame|64px|&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Scout]]&lt;br /&gt;
{{Toc (Long War)|28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;s signature ability is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use marksman rifles, but they cannot use sniper rifles.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off Shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;:  Marksman Scope, Chameleon Suit, Battle Scanner.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Lightning Reflexes (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1= &#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Holo-Targeting (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Damn Good Ground (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Lone Wolf (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Low Profile (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Ranger (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Deadeye (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+1 Aim.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Flush (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Aggression (Long War) |text=1}}&lt;br /&gt;
|Sergeant3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Battle Scanner (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Concealment (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt2=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{In The Zone (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Hit And Run (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Tactical Sense (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bring Em On (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Vital Point Targeting (Long War) |text=1}}&lt;br /&gt;
|MSgt3=&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;{{Smoke And Mirrors (Long War) |text=1}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt;&#039;&#039;*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
==Stat Progression==&lt;br /&gt;
{{Stat Progression Table (Long War)&lt;br /&gt;
| rank1-hp-add=0 || rank1-aim-add=4 || rank1-will-add=5(-6) || rank1-hp-total=0 || rank1-aim-total=4 || rank1-will-total=5(-6)&lt;br /&gt;
| rank2-hp-add=0 || rank2-aim-add=3 || rank2-will-add=5(-6) || rank2-hp-total=0 || rank2-aim-total=7 || rank2-will-total=10(-12)&lt;br /&gt;
| rank3-hp-add=1 || rank3-aim-add=4 || rank3-will-add=3(-4) || rank3-hp-total=1 || rank3-aim-total=11 || rank3-will-total=13(-16)&lt;br /&gt;
| rank4-hp-add=0 || rank4-aim-add=3 || rank4-will-add=3(-4) || rank4-hp-total=1 || rank4-aim-total=14 || rank4-will-total=16(-20)&lt;br /&gt;
| rank5-hp-add=0 || rank5-aim-add=4 || rank5-will-add=3(-4) || rank5-hp-total=1 || rank5-aim-total=18 || rank5-will-total=19(-24)&lt;br /&gt;
| rank6-hp-add=0 || rank6-aim-add=3 || rank6-will-add=3(-4) || rank6-hp-total=1 || rank6-aim-total=21 || rank6-will-total=22(-28)&lt;br /&gt;
| rank7-hp-add=1 || rank7-aim-add=4 || rank7-will-add=2(-3) || rank7-hp-total=2 || rank7-aim-total=25 || rank7-will-total=24(-31)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Scout / Mobile Offense&lt;br /&gt;
&lt;br /&gt;
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility.  Singularly, the Scout is a master of reconnaissance, able to provide situational awareness and thus battlefield control like no other unit can, but this is not it&#039;s only use; potent damage dealing perks like &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; (gained relatively early at Tech Sergeant) make the Scout mobile &amp;amp; lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.&lt;br /&gt;
&lt;br /&gt;
Scouts have a great deal of flexibility, able to be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:&lt;br /&gt;
* &#039;&#039;&#039;Scout&#039;&#039;&#039;: A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping relatively safely using the core class perk &#039;&#039;Lightning Reflexes&#039;&#039; if any major threats choose to Overwatch.  Even better is advancing under &#039;&#039;Concealment&#039;&#039;, which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also gains the Battle Scanners perk relatively early which provides substantial vision out to a massive distance, which may be supplemented with Smoke &amp;amp; Mirrors later on for an extra charge.&lt;br /&gt;
* &#039;&#039;&#039;Mobile DPS / Off-DPS&#039;&#039;&#039;: The Scout can be specialized as a primary damage dealer thanks to the presence of multi-attack perks &#039;&#039;Hit and Run&#039;&#039; or &#039;&#039;In The Zone&#039;&#039; combined with other potent damage increasing abilities (&#039;&#039;Aggression&#039;&#039;, &#039;&#039;Bring Em On&#039;&#039;, &#039;&#039;Ranger&#039;&#039;, &#039;&#039;Vital Point Targeting&#039;&#039;, and even &#039;&#039;Lone Wolf&#039;&#039;), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit.  While other DPS classes gain an edge late game (most notably, [[Infantry (Long War)|Infantry]] and [[Sniper (Long War)|Snipers]] at Master Sergeant, and [[Gunner (Long War)|Gunners]] after flying armor), the Scout readily transitions into one of the best DPS MECs in the game, the [[Pathfinder (Long War)|Pathfinder]].  Marksman Rifles can be used to make extended range attacks from risky positions, while the large ammo capacity of Shotguns makes them deadly for a close quarters &#039;&#039;In The Zone&#039;&#039; build.&lt;br /&gt;
* &#039;&#039;&#039;Utility / Fire Support&#039;&#039;&#039;: The Scout class contains a veritable toolbox of utility skills that can round out any squad.  &#039;&#039;Concealment&#039;&#039; and &#039;&#039;Smoke &amp;amp; Mirrors&#039;&#039; can make for a decent Support Grenadier, able to Flashbang or Chem enemies from close range without breaking concealment; this is especially potent if the Scout also brings support psionics like &#039;&#039;Mind Merge&#039;&#039; or &#039;&#039;Psychokinetic Strike&#039;&#039;.  &#039;&#039;Holo-targeting&#039;&#039; and &#039;&#039;Flush&#039;&#039; offer utility value in various circumstances as well.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells.  &#039;&#039;Concealment&#039;&#039; is particularly valuable for mid-to-late game Covert Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.&lt;br /&gt;
&lt;br /&gt;
===Lance Corporal===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Holo-Targeting&#039;&#039; is a solid support ability that allows your Scout to fill a fire support role and give your entire squad +10 aim against a target of your choice. It will help immensely both in the early months when your squad has poor aim overall, as well as in the mid-to-lategame when fighting tough leaders and bosses with high defense. However it can also be found on other class perk trees as well as on MECs and SHIVs (via an item), and multiple instances of Holo-Targeting do not stack, so be sure to plan out who is getting it and how many Holo-Targeters you plan to bring. &#039;&#039;Lone Wolf&#039;&#039; is solid for DPS scouts, both the Marksman Strike Rifle and Shotgunner variety, though it can be difficult to activate without making a deliberate attempt to do so. As for &#039;&#039;Damn Good Ground&#039;&#039;, the aim bonus is somewhat superfluous given that height advantage already provides +20 aim; similarly, the +10 defense bonus isn&#039;t bad for urban environments which have a lot of low cover rooftops to fight from, but it tends to not be particularly useful in other maps and is outclassed by perks like Low Profile for that reason.&lt;br /&gt;
&lt;br /&gt;
===Corporal===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low Profile&#039;&#039; is the go-to perk here, giving your Scout a near-universal +15 defense and freeing up heavy cover for your allies. That said, the other two options have their own niche. &#039;&#039;Ranger&#039;&#039; is a very versatile and solid perk for damage scouts, granting +1 damage and useful secondary weapons if your primary runs out of ammo; it&#039;s particularly good for Shotgun builds as well to give them a medium-range option. &#039;&#039;Deadeye&#039;&#039; synergizes well with an In The Zone Marksman build as it helps you kill chain fliers.&lt;br /&gt;
&lt;br /&gt;
===Sergeant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Scanner&#039;&#039; is an amazing perk with so much utility, including: letting you preview and prepare for pods, allowing you to move aggressively through the map to grab more Meld or take flanks, blocking fog-of-war civilian heart attacks, and activate pods from Squadsight with Rockets, Snipers, and LMGs. However, &#039;&#039;Aggression&#039;&#039; is core on damage Scouts for boosting your critical rate and its synergy with Bring &#039;em On. &#039;&#039;Flush&#039;&#039; is the ugly duckling here, up against far too many good perks. It&#039;s an attack with +30 aim and half damage that forces enemies to move. It synergizes well with Suppression and Overwatch, and you can use it as an execution attack thanks to its significant aim boost.&lt;br /&gt;
&lt;br /&gt;
===Technical Sergeant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit and Run&#039;&#039; is a versatile, bread-and-butter damage perk for Scouts, letting you shoot twice a turn while also moving as well, so long as your first shot is a flank. It&#039;s solid for damage builds and allows a crit Scout to compete as a more mobile version of a crit Infantry. It also synergizes well with Holo-Targeting Fire Support builds as you can tag two different targets in a turn. You may need to set it up with cover destruction, or use the Scouts high mobility to hit flanks. &#039;&#039;In the Zone&#039;&#039; is somewhat more situational than Hit and Run as it requires you to kill the target, but has significantly more upside as you can potentially shoot many more times each turn, at least until your ammo runs out. It is excellent for both crit Shotgun and squadsight Marksman Strike Rifle builds. It also works on Fliers, unlike Hit and Run. &#039;&#039;Concealment&#039;&#039; is a unique perk available only to Scouts which allows the Scout to effectively act as an unlimited use, unlimited duration portable Battle Scanner; it also carries with it a respectable amount of offensive utility in the form of a bonus to your critical hit chance when breaking stealth. It is essential to complete late game Covert Operations, and also pretty useful for safely farming hundreds of meld a month off crashed small and medium UFO maps. However you can find yourself in very tricky situations if you get too aggressive with your movement and end up in vision of multiple inactive pods that keep patrolling closer and closer to your Scout.&lt;br /&gt;
&lt;br /&gt;
===Gunnery Sergeant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bring em On&#039;&#039; is core on damage builds, particularly any that took Aggression at Corporal, providing up to +6 damage on your critical hits. &#039;&#039;Sprinter&#039;&#039; is good on concealment and utility builds as well as to set up flank shots for Hit and Run or In the Zone. &#039;&#039;Tactical Sense&#039;&#039; is an excellent perk for discouraging enemies from firing at you but it comes at the cost of missing out on better perks.&lt;br /&gt;
&lt;br /&gt;
===Master Sergeant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extra Conditioning&#039;&#039; is a nice pickup for any build, with a bunch of free stats to aim, mobility, will, and HP. &#039;&#039;Vital Point Targeting&#039;&#039; is great for damage builds, or just adding decent damage to any Scout build even if you didn&#039;t invest in it per se. It also helps counteract some of the stacking damage penalties on In the Zone builds. &#039;&#039;Smoke and Mirrors&#039;&#039; has some synergy with Concealment as support grenades don&#039;t break stealth, but is probably the least useful choice of the bunch.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Concealment Recon===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Smoke And Mirrors (Long War)}} or {{Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 will, +5 aim, +1 mobility&lt;br /&gt;
|Strength=Excellent recon, holo support and solid chip damage in firefights&lt;br /&gt;
|Weakness=fragile and lacks damage due to lack of aim perks&lt;br /&gt;
|Battles=Abductions, UFO missions, Council Missions, Covert Extractions&lt;br /&gt;
|Loadout=Marksman Scope, Motion Tracker, Flashbang, Psi Grenade, Chem Grenade, Mimic Beacon, and/or Shadow Device&lt;br /&gt;
|Power Ranks=SGT and TSG for recon&lt;br /&gt;
|Description=Pure information and utility build that utilizes Concealment to make the scout a permanent, portable Battle Scanner. You should still take the Battle Scanners perk anyways because it&#039;s just that good, especially when you can chuck it 70% past visual range. Low Profile does not work with Concealment; Ranger in its place allows some offensive utility, and allows a Strike Rifle to be combined with a heavy pistol for damage at all ranges. Smoke and Mirrors allows the Scout to maintain concealment while throwing offensive Support Grenades or utilizing Psi powers; you can take Extra Conditioning instead to allow the Scout to slug it out when the firefight starts. Sprinter allows the Scout to aggressively move forward to hit heavy cover and also grab meld.&lt;br /&gt;
|Strategic Analysis=Get your Scout hidden near the front line to plan engagements and get your snipers, LMG gunners, and Rocketeers get into position for a devastating first strike. Use a combination of Battle Scanners, Motion Sensors, and the Scout itself to collect information about what you&#039;re up against to prevent your squad from walking into a multiple-pod trap. Use a Strike Rifle and Heavy Pistol for their high base damage. Caution: Concealment can get your Scout pinned, as you cannot move in sight of an alien without activating it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crit Scout===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} or {{Low Profile (Long War)}}&lt;br /&gt;
|SGT={{ Aggression (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} or {{In The Zone (Long War)}}&lt;br /&gt;
|GSG={{ Bring Em On (Long War)}} &lt;br /&gt;
|MSG={{ Vital Point Targeting (Long War)}} or {{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+1 Aim&lt;br /&gt;
|Strength=Great damage and great mobility&lt;br /&gt;
|Weakness=Runs out of ammo fast and can be quite squishy&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=SCOPE/Neural Gunlink/Illuminator Gunsight, Targeting Module, Hi Cap Mags&lt;br /&gt;
|Power Ranks=TSG brings the build online, GSG and MSG both bring lots of damage&lt;br /&gt;
|Description=Interestingly, Scouts can take a build path very similar to crit infantry or crit assaults. Compare to Infantry, Hit and Run functions even better than Light Em Up against enemies out of cover, but only against enemies out of cover; Scouts can also use Strike Rifles, which come with higher base damage and crit rate than an assault rifle, though Scouts can&#039;t use Rapid Fire and don&#039;t get Lock n Load. Alternately, take In the Zone for a highly mobile shotgunner build that dive into the thick of things and solo entire pods before fleeing out of line-of-sight; you won&#039;t be able to move as far as a Rapid Fire assault, but you can deal with condensed groups of foes very effectively. You’ll need a lot of cover destruction on hand and/or need to take aggressive flanks (which can be dangerous to do sometimes) in order to take full advantage of the build. Lone Wolf, Aggression, Ranger, Bring Em On, and Vital Point Targeting combine to maximize the damage output of either a Hit and Run flank or an In the Zone kill chain. Extra Conditioning and/or Low Profile can be taken instead of Vital Point Targeting and Ranger, to trade raw damage for more reliability and safety.&lt;br /&gt;
|Strategic Analysis=Plays similarly to crit infantry (for Hit and Run) or Crit Assaults (for In the Zone). Good positioning is needed to activate Lone Wolf. Always make sure you shoot uncovered targets first if possible once you have Hit and Run. With In the Zone, stay out of line of sight so you can&#039;t be shot at until the moment to strike is ready, and manage your kill chain very, very carefully so you can flee back out of sight when you&#039;re done. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Covert Operative===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Lone Wolf (Long War)}} &lt;br /&gt;
|CPL={{ Ranger (Long War)}} &lt;br /&gt;
|SGT={{ Battle Scanner (Long War)}} &lt;br /&gt;
|TSG={{ Concealment (Long War)}} &lt;br /&gt;
|GSG={{ Sprinter (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+5 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=Good mobility, good intel with battle scanners and motion trackers, can maintain stealth with concealment, can’t be pinned due to Lightning Reflexes, needed for Covert Extractions&lt;br /&gt;
|Weakness=Must hold Alien Trophy to stop panic, having active pods with no relay in blue move range is very dangerous, not too useful in Covert Data Recovery&lt;br /&gt;
|Battles=Covert Operative Deployments&lt;br /&gt;
|Loadout=Alien Trophy, Motion Scanner&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=The two main classes that generally perform well as Covert Operatives are scouts and assaults.  Scout Operatives are effective at gaining lots of intel about their surroundings and moving into relay range without activating pods prematurely thanks to Concealment and Battle Scanners. They are arguably mandatory once you&#039;re on the second half of EXALT missions and it stops being feasible to beat Covert Extractions by killing all EXALT units rather than just extracting (25-30 Exalt vs. 4 XCOM troopers + covert operative is tough even if everything goes well). Ranger, LR, Extra Con, and Sprinter will help immensely once the bullets inevitably start flying.&lt;br /&gt;
|Strategic Analysis=Good use of motion scanners and battle scanners is key to keeping this operative out of danger. Your priority for covert extractions is to hit the transmitters one after the other in consecutive turns and then extract; killing EXALT is useful along the way but wiping them out is not. Getting in blue move range of the first transmitter, or even reaching it while concealed, is crucial; if the operative activates a pod before getting in range, break line of sight (or take full cover) at a location in range of the transmitter for next turn and pray to RNGsus (keep in mind that concealment DOES NOT ACTIVATE when an enemy can see the scout’s starting location).  On Covert Data Recovery, finish off low hp enemies when possible while chaining transmitters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Runner===&lt;br /&gt;
{{Class Build (Long War)|&lt;br /&gt;
|LCL={{ Holo-Targeting (Long War)}} &lt;br /&gt;
|CPL={{ Low Profile (Long War)}} &lt;br /&gt;
|SGT={{ Flush (Long War)}} &lt;br /&gt;
|TSG={{ Hit And Run (Long War)}} &lt;br /&gt;
|GSG={{ Tactical Sense (Long War)}} &lt;br /&gt;
|MSG={{ Extra Conditioning (Long War)}}&lt;br /&gt;
|Boost=+4 aim, +4 will, +1 mobility&lt;br /&gt;
|Strength=High utility, noteworthy damage potential&lt;br /&gt;
|Weakness=Damage output is inconsistent due to lack of aim perks, Lightning Reflexes will eventually/occasionally backfire&lt;br /&gt;
|Battles=All&lt;br /&gt;
|Loadout=Scope/Neural Gunlink, Marksman Scope, and/or Chameleon suit&lt;br /&gt;
|Power Ranks=SGT for intel, TSG for stealth, GSG for mobility&lt;br /&gt;
|Description=This is a default Scout build for use in squads that want a Scout for the utility it provides with Lightning Reflexes, but don&#039;t expect to need Scout features such as Concealment/Battle Scanner or an In the Zone build, that instead provides broader utility in general firefights.  Holo-Targeting works well with Flush, below, and generally helps the Scout contribute more towards squad firepower. Low Profile lets the Scout use a wider range of cover, leaving the choice full-cover spots to team-mates.  Tactical Sense helps the Scout dodge Overwatch fire and reduces the chance of them being targeted in other situations, but sprinter is an alternative if you just want to race these soldiers after Meld as fast as possible!&lt;br /&gt;
|Strategic Analysis=Holo+Flush will set up easy shots for squad-mates who are good Overwatchers. With Hit &amp;amp; Run, the Scout can provide considerably more with their own firepower, with the option to slip back to a position fully out of sight after the first shot.  To make the most of this soldier, you’ll need the courage to run enemy overwatches when other soldiers need to move.&lt;br /&gt;
}}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119748</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119748"/>
		<updated>2024-08-28T10:02:50Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* SHIV weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|35}}&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
SMGs are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Carbines are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||72&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
Assault Rifles are usable by all soldiers; exception is the Plasma Rifle, which can&#039;t be used by Rookies, Gunners, and Snipers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
Battle Rifles are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
Shotguns are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||52||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||44&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||88&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||92&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119747</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119747"/>
		<updated>2024-08-28T10:01:33Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* MEC primary weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|35}}&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
SMGs are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Carbines are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||72&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
Assault Rifles are usable by all soldiers; exception is the Plasma Rifle, which can&#039;t be used by Rookies, Gunners, and Snipers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
Battle Rifles are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
Shotguns are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||52||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||44&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||88&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||92&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119746</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119746"/>
		<updated>2024-08-28T10:00:42Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* LMGs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|35}}&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
SMGs are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Carbines are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||72&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
Assault Rifles are usable by all soldiers; exception is the Plasma Rifle, which can&#039;t be used by Rookies, Gunners, and Snipers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
Battle Rifles are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
Shotguns are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||52||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||44&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||88&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||92&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119745</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119745"/>
		<updated>2024-08-28T09:59:44Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* SAWs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|35}}&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
SMGs are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Carbines are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||72&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
Assault Rifles are usable by all soldiers; exception is the Plasma Rifle, which can&#039;t be used by Rookies, Gunners, and Snipers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
Battle Rifles are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
Shotguns are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||52||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||44&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||88&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||92&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||Gunners||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119744</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119744"/>
		<updated>2024-08-28T09:58:37Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Sniper Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|35}}&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
SMGs are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Carbines are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||72&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
Assault Rifles are usable by all soldiers; exception is the Plasma Rifle, which can&#039;t be used by Rookies, Gunners, and Snipers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
Battle Rifles are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
Shotguns are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||52||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||44&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||88&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||Gunners||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||92&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||Gunners||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&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>Riw</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119743</id>
		<title>Primary Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Primary_Weapons_(Long_War)&amp;diff=119743"/>
		<updated>2024-08-28T09:57:34Z</updated>

		<summary type="html">&lt;p&gt;Riw: /* Marksman Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Soldiers_Weapons_Long_War.png|left|192px|]]&lt;br /&gt;
{{Toc (Long War)|35}}&lt;br /&gt;
&lt;br /&gt;
Long War broadens the amount of weapons available, both by increasing the number of weapon tiers, and increasing the number of weapons that are available in each tier. While there are weapons that are only available to one or a few classes, each class has several weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
Certain weapons, including SMGs, Carbines and most Rifles, can be steadied. Soldiers wielding such a weapon can perform a new action: &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt;. This action ends the soldier&#039;s turn, and grants a +20 aim bonus to the next shot, which is lost when the soldier moves or switches weapon. Basically, the &amp;lt;strong&amp;gt;Steady Weapon&amp;lt;/strong&amp;gt; action allows soldiers to perform a carefully aimed shot over two turns. When using perks that allow multiple shots, such as Double Tap and Light &#039;Em Up, the bonus only applies to the first shot. Note that weapons that can only be fired as the first action, such as Sniper Rifles, can still be steadied as the second action. Finally, the aim bonus also applies to firing rockets, reducing their scatter.&lt;br /&gt;
&lt;br /&gt;
==Weapon tiers==&lt;br /&gt;
:&#039;&#039;Main article: [[Weapons (Long War)#Weapon Tiers|Weapon Tiers]]&lt;br /&gt;
&lt;br /&gt;
Long War has 5 weapon tiers available - [[Weapons (Long War)#Conventional/Ballistic|Conventional/Ballistic]], [[Weapons (Long War)#Beam Lasers|Beam Laser]], [[Weapons (Long War)#Gauss|Gauss]], [[Weapons (Long War)#Pulse Lasers|Pulse Laser]] and [[Weapons (Long War)#Plasma|Plasma]].&lt;br /&gt;
&lt;br /&gt;
==Soldier weapon types==&lt;br /&gt;
===SMGs===&lt;br /&gt;
SMGs (Submachine Guns) are the lightest available weapon types and grant a +3 mobility bonus, but deal the least amount of damage, have the lowest chance to crit, and have small magazines. Unlike Carbines, SMGs do not grant an aim bonus. Their high mobility but low damage makes them very useful for classes that rely more on their abilities than their primary weapons, such as Engineers, Medics and Rocketeers. While Assaults and Scouts could benefit from the increased mobility, they generally require a solid weapon that packs a punch, like a Shotgun or any Rifle.&lt;br /&gt;
&lt;br /&gt;
SMGs are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SMG Long War.png|128px|link=Primary Weapons (Long War)#SMGs|SMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|SMG]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Shatterray Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Laser Shatterray]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Laser Shatterray]]&#039;&#039;&#039;||+3||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||12&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Stuttergun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Gauss Stuttergun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|65&amp;lt;br /&amp;gt;(97)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||26&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Stengun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Pulse Stengun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Pulse Stengun]]&#039;&#039;&#039;||+3|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||62||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Stormgun Long War.png|128px|link=Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SMGs|Plasma Stormgun]]&#039;&#039;&#039;||+4|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(9)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Carbines===&lt;br /&gt;
Carbines are lighter versions of Assault Rifles, though not as light as SMGs. They grant a +1 mobility bonus and a +6 aim bonus, but deal less damage and have a smaller chance to crit than Assault Rifles, though not as small as SMGs. Like Laser Weapons, Carbines are excellent for lower ranked troops, though more experienced troops should switch to other weapons for more damage. Note that the aim bonus does not apply to Rocket scatter.&lt;br /&gt;
&lt;br /&gt;
Carbines are usable by all soldiers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Defense bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Assault Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Assault Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|2-4&amp;lt;br /&amp;gt;(3)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-5&amp;lt;br /&amp;gt;(4.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Laser Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Laser Carbine]]&#039;&#039;&#039;||+1|| ||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(2)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||14&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Gauss Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Gauss Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||32&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Pulse Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Pulse Carbine]]&#039;&#039;&#039;||+1|| ||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||63||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||72&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Carbine Long War.png|128px|link=Primary Weapons (Long War)#Carbines|Plasma Carbine]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Carbines|Plasma Carbine]]&#039;&#039;&#039;||+1||+6||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Plasma Weapons]]||90||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(60)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(10)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Carbine]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Assault Rifles===&lt;br /&gt;
Assault Rifles are the standard rifle, similar to the vanilla Rifles, providing a decent balance of mobility, accuracy and firepower.&lt;br /&gt;
&lt;br /&gt;
Assault Rifles are usable by all soldiers; exception is the Plasma Rifle, which can&#039;t be used by Rookies, Gunners, and Snipers.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Assault Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Assault Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-5&amp;lt;br /&amp;gt;(4)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-7&amp;lt;br /&amp;gt;(6.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Laser Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||15||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Gauss Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|28&amp;lt;br /&amp;gt;(42)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||36&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Pulse Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Assault Rifles|Plasma Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to biological targets||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Battle Rifles===&lt;br /&gt;
Battle Rifles (or heavy rifles) are heavier versions of Assault Rifles. They deal more damage than Assault Rifles, but incur a -1 penalty to mobility, and a -10 aim penalty when shooting after a costly action. They are best used by soldiers that can offset the aim when needing to fire as the second action in a pinch.&lt;br /&gt;
&lt;br /&gt;
Battle Rifles are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Battle Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Battle Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||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:Heavy Laser Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Laser Rifle]]&#039;&#039;&#039;||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Gauss Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Gauss Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Pulse Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Pulse Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Heavy Plasma Rifle Long War.png|128px|link=Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Battle Rifles|Heavy Plasma Rifle]]&#039;&#039;&#039;||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30||Aim penalty to fire as second action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1 damage when steadied||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|350&amp;lt;br /&amp;gt;(525)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(13)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotguns===&lt;br /&gt;
Shotguns are similar to the vanilla Shotguns, providing high damage and a high chance to crit, though they suffer more from damage reduction than other weapons. Shotguns incur large aim penalties when firing at longer range, but to offset that, they gain twice the aim bonus at close range, making them viable in close quarters even without flanking, and surprisingly effective against airborne targets that cannot be flanked while flying. They fit best in the hands of mobile soldiers, such as Assaults and Scouts, that can move up close and fire.&lt;br /&gt;
&lt;br /&gt;
Shotguns are usable by Assaults, Infantry, Engineers, Medics, and Scouts.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:Shotgun Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Shotgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Shotgun]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply|| ||[[Secondary Weapons (Long War)#Sawed-off Shotgun|Sawed-off Shotgun]] (1)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Laser Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Laser]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Alloy Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|130&amp;lt;br /&amp;gt;(195)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|36&amp;lt;br /&amp;gt;(54)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||52||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Scatter Blaster Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Scatter Blaster]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+24||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|35&amp;lt;br /&amp;gt;(52)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Cannon Long War.png|128px|link=Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Shotguns|Reflex Cannon]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+16||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||14||Aim penalty at long range&amp;lt;br /&amp;gt;Target DR is 50% more effective&amp;lt;br /&amp;gt;+1.5 crit damage at point blank range||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Arc Rifle===&lt;br /&gt;
The Arc Rifle is a special type of rifle that can be used to disable enemies through Disabling Shot, at the regular 2-turn cooldown. It has very low damage, designed to whittle down an already wounded target to increase stun chance without the risk of killing it, and has very limited ammunition. It can be useful early on when raiding small UFOs, to keep enemies disabled, providing enough chances to stun them with Arc Thrower.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;5&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Arc Rifle Long War.png|128px|link=Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Arc Rifles|Arc Rifle]]&#039;&#039;&#039;||Assaults&amp;lt;br /&amp;gt;Infantry&amp;lt;br /&amp;gt;Engineers&amp;lt;br /&amp;gt;Medics&amp;lt;br /&amp;gt;Scouts&amp;lt;br /&amp;gt;Snipers||+10||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|1-3&amp;lt;br /&amp;gt;(2)||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|3-4&amp;lt;br /&amp;gt;(3.2)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||30||30||{{ Disabling Shot (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Xenology|Xenoneurology]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Equipment Upgrades|New Combat Systems]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(7)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Marksman Rifles===&lt;br /&gt;
Marksman Rifles are lighter versions of Sniper Rifles, restricted in use to Scouts and Snipers. Like Sniper Rifles, Marksman Rifles incur aim penalties at close range but perform well at long range. In the hands of a Scout with the Marksman&#039;s Scope or a Sniper, they can fire beyond visual range, assuming a squadmate can spot the target, though only up to 20% further, whereas Sniper Rifles have unlimited range.&lt;br /&gt;
&lt;br /&gt;
Unlike Sniper Rifles, Marksman Rifles can be fired after moving by soldiers without the Snapshot perk, and can fire beyond visual range with overwatch shots. Lastly, Marksman Rifles have a slightly smaller chance to crit than Sniper Rifles.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Marksman Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Marksman&#039;s Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Laser Strike Rifle]]&#039;&#039;&#039;||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|12&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(6.0&amp;amp;nbsp;days)||18&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Alloy Strike Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Alloy Strike Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|110&amp;lt;br /&amp;gt;(165)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(45)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||44&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Blaster Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Blaster Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||67||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|220&amp;lt;br /&amp;gt;(330)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||88&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Reflex Rifle Long War.png|128px|link=Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Marksman Rifles|Reflex Rifle]]&#039;&#039;&#039;|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+12||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||Aim penalty at close range&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to flanked targets&amp;lt;br /&amp;gt;and targets not in cover||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||102||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|400&amp;lt;br /&amp;gt;(600)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sniper Rifles===&lt;br /&gt;
Sniper Rifles are similar to the vanilla Sniper Rifles, and are only available to Snipers. Like in vanilla, Sniper Rifles incur aim penalties at close range but perform well at long range. Their maximum range has been increased from vanilla, causing it to practically be infinite, as long as a squadmate can spot the target. However, overwatch shots do not benefit from Squadsight, and can only fire up to the visual range.&lt;br /&gt;
&lt;br /&gt;
Sniper Rifles cannot be fired directly after moving or performing other costly actions, such as reloading, unless the soldier has the Snapshot perk. However, these weapons can be steadied after moving, providing a bonus on the first shot during the next round. Lastly, unlike the Marksman Rifles, Sniper Rifles incur a small penalty to mobility.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|5&amp;lt;br /&amp;gt;(6)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Laser Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Long Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Gauss Long Rifle]]&#039;&#039;&#039;||Snipers||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|1&amp;lt;br /&amp;gt;(2)||200||30||{{ HEAT Ammo (Long War) }}||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR&amp;lt;br /&amp;gt;Halves the Hardened perk&#039;s crit penalty||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|200&amp;lt;br /&amp;gt;(300)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|15&amp;lt;br /&amp;gt;(22)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||80&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Pulse Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+28||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|250&amp;lt;br /&amp;gt;(375)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||100&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Sniper Rifle Long War.png|128px|link=Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#Sniper Rifles|Plasma Sniper Rifle]]&#039;&#039;&#039;||Snipers||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+20||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||200||30|| ||Aim penalty at close range&amp;lt;br /&amp;gt;Cannot fire after costly action&amp;lt;br /&amp;gt;Can be steadied for aim bonus&amp;lt;br /&amp;gt;+1.5 crit damage to targets beyond 35 range||[[Research (Long War)#Plasma Weapons|Precision Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|18&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(9.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SAWs===&lt;br /&gt;
SAWs (Squad Automatic Weapons) are similar to the vanilla LMGs, and are exclusive to Gunners. They deal more damage and carry more ammunition than Assault Rifles, but incur a penalty to mobility and cannot be steadied. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
Unlike the larger LMGs, SAWs can be fired directly after moving or performing other costly actions, such as reloading. SAWs cannot fire at targets beyond visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:SAW Long War.png|128px|link=Primary Weapons (Long War)#SAWs|SAW]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|SAW]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-6&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-9&amp;lt;br /&amp;gt;(7.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Autolaser Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Autolaser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Autolaser]]&#039;&#039;&#039;||Gunners||-1||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|8&amp;lt;br /&amp;gt;(12)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||24&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Autorifle Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Gauss Autorifle]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|7&amp;lt;br /&amp;gt;(8)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||38||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|6&amp;lt;br /&amp;gt;(9)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Autoblaster Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Pulse Autoblaster]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|230&amp;lt;br /&amp;gt;(345)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|45&amp;lt;br /&amp;gt;(67)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||92&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Novagun Long War.png|128px|link=Primary Weapons (Long War)#SAWs|Plasma Novagun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SAWs|Plasma Novagun]]&#039;&#039;&#039;||Gunners||-1|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|6&amp;lt;br /&amp;gt;(7)||30||30||Can be steadied for aim bonus||[[Research (Long War)#Plasma Weapons|Advanced Plasma Weapons]]||98||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|3&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Rifle]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LMGs===&lt;br /&gt;
LMGs (Light Machine Guns) are the larger version of SAWs, also exclusively restricted to Gunners, dealing even more damage and carrying even more ammunition. LMGs can fire up to 20% beyond visual range, and grant the Squadsight perk to the Gunner, allowing all Gunners to benefit from this extra range, though overwatch shots are still restricted to visual range. When suppressing a target with a SAW or LMG, the Gunner gains the benefits of the Opportunist perk to reaction fire triggered by the target&#039;s movement vs the now exposed target - ignoring the cover the target left from.&lt;br /&gt;
&lt;br /&gt;
LMGs cannot be fired directly after moving or performing other costly actions, such as reloading, and since Gunners do not have access to the Snapshot perk, they cannot overcome this downside. LMGs also cannot be steadied, forcing the Gunner into a turret like role, where any movement basically consumes the Gunner&#039;s entire turn.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Mobility bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Bonus perk (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Required for combined (Long War)}}&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:LMG Long War.png|128px|link=Primary Weapons (Long War)#LMGs|LMG]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|LMG]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|4-8&amp;lt;br /&amp;gt;(6)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-11&amp;lt;br /&amp;gt;(9.1)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||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:Gatling Laser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Laser]]&#039;&#039;&#039;||Gunners||-2||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Beam Lasers]]||18||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||28||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gauss Machine Gun Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gauss Machine Gun]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|9&amp;lt;br /&amp;gt;(10)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|140&amp;lt;br /&amp;gt;(210)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||56||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Gatling Pulser Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Gatling Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Gatling Pulser]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||70||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Dragon Long War.png|128px|link=Primary Weapons (Long War)#LMGs|Plasma Dragon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#LMGs|Plasma Dragon]]&#039;&#039;&#039;||Gunners||-2|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|8&amp;lt;br /&amp;gt;(9)||36||30||{{ Squadsight (Long War) }}||Cannot fire after costly action&amp;lt;br /&amp;gt;+1 damage to flying targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|64&amp;lt;br /&amp;gt;(96)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|20&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.0&amp;amp;nbsp;days)||180||[[Foundry (Long War)#General Weapon Upgrades|Enhanced Plasma]] (1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MEC and SHIV weapon types==&lt;br /&gt;
===MEC primary weapons===&lt;br /&gt;
MEC primary weapons, unsurprisingly, are only available to [[MEC Trooper (Long War)|MEC Troopers]]. They deal high damage, even more than Shotguns and LMGs. MEC Troopers with the Squadsight perk can fire up to 20% beyond visual range, though overwatch shots are still restricted to visual range.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Minigun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Minigun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Minigun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Laser Lance]]&#039;&#039;&#039;||MEC troopers||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(13)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Railgun Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Railgun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Railgun]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Advanced Gauss Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||45||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(25)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||48&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Pulse Lance Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Pulse Lance]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Pulse Lasers]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|240&amp;lt;br /&amp;gt;(360)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|30&amp;lt;br /&amp;gt;(38)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||96&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Particle Cannon Long War.png|128px|link=Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#MEC primary weapons|Particle Cannon]]&#039;&#039;&#039;||MEC troopers|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation Foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||title=&amp;quot;Range for regular soldiers&amp;amp;#10;(Range with the Squadsight perk)&amp;quot;|30&amp;lt;br /&amp;gt;(36)||30||+1 damage to robotic targets||[[Research (Long War)#Plasma Weapons|Heavy Plasma Weapons]]&amp;lt;br /&amp;gt;[[Foundry (Long War)#General Mechanical Unit Upgrades|MEC Warfare Systems]]||105||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|90&amp;lt;br /&amp;gt;(135)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|80&amp;lt;br /&amp;gt;(120)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(53)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===SHIV weapons===&lt;br /&gt;
SHIV weapons, obviously, are only available to [[S.H.I.V. (Long War)|SHIV units]]. They deal high damage, just as much as the MEC primary weapons, but suffer from the low base aim that all SHIV units share. However, the SHIVs modular design allows them to enhance the weapon with a variety of perks, allowing them to perform key roles in the right situation, such as using HEAT Ammo against robotic targets.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Usable by (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Aim bonus (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit chance (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Crit damage (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon ammo (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Weapon range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Overwatch range (Long War)}}!!rowspan=&amp;quot;2&amp;quot; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!rowspan=&amp;quot;2&amp;quot; {{Sell value (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (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:Autocannon Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Autocannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Autocannon]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|5-9&amp;lt;br /&amp;gt;(7)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|9-12&amp;lt;br /&amp;gt;(10.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||colspan=&amp;quot;8&amp;quot;|XCOM starts with an unlimited supply||&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Laser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Laser]]&#039;&#039;&#039;||SHIV units||+6||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|6-10&amp;lt;br /&amp;gt;(8)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|10-14&amp;lt;br /&amp;gt;(12.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||20||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|75&amp;lt;br /&amp;gt;(112)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(3)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||30&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Sentry Gun Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Sentry Gun]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-11&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|11-16&amp;lt;br /&amp;gt;(13.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|4&amp;lt;br /&amp;gt;(5)||30||30||Ignores 0.34 of target&#039;s DR||[[Research (Long War)#Laser and Gauss Weapons|Gauss Weapons]]||40||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|100&amp;lt;br /&amp;gt;(150)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|32&amp;lt;br /&amp;gt;(48)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(15)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(4)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Pulser Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Pulser]]&#039;&#039;&#039;||SHIV units|| ||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|7-13&amp;lt;br /&amp;gt;(10)||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|13-18&amp;lt;br /&amp;gt;(15.0)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Laser and Gauss Weapons|Pulse Lasers]]||65||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|300&amp;lt;br /&amp;gt;(450)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|50&amp;lt;br /&amp;gt;(75)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(9)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|14&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(7.0&amp;amp;nbsp;days)||120&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Superheavy Plasma Long War.png|128px|link=Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Primary Weapons (Long War)#SHIV weapons|Superheavy Plasma]]&#039;&#039;&#039;||SHIV units||+8||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|8-14&amp;lt;br /&amp;gt;(11)||+4||title=&amp;quot;Minimum to maximum damage&amp;amp;#10;(Average damage)&amp;quot;|14-19&amp;lt;br /&amp;gt;(16.5)||title=&amp;quot;Amount of ammunition available&amp;amp;#10;(Amount with the Ammo Conservation foundry project)&amp;quot;|3&amp;lt;br /&amp;gt;(4)||30||30|| ||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|450&amp;lt;br /&amp;gt;(675)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|85&amp;lt;br /&amp;gt;(127)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|4&amp;lt;br /&amp;gt;(17)||1 [[Alien Artifacts (Long War)#Alien weapons|Alien Heavy Weapon]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|21&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(10.5&amp;amp;nbsp;days)||180&lt;br /&gt;
|}&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>Riw</name></author>
	</entry>
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