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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:47:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=84033</id>
		<title>Missions (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(LW2)&amp;diff=84033"/>
		<updated>2017-02-23T18:35:51Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Enemy Activity Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Enemy Activity Level ===&lt;br /&gt;
&lt;br /&gt;
Enemy Activity level refers to the quantity of enemies deployed on a map.  Activity Level is described as &amp;quot;light&amp;quot;, &amp;quot;heavy&amp;quot;, etc; these categories correspond to the table below.  When preparing to infiltrate, &#039;&#039;&#039;base&#039;&#039;&#039; Enemy Activity is an estimation of the strength of the enemy forces you will encounter at 100% infiltration; the &#039;&#039;&#039;actual&#039;&#039;&#039; Enemy Activity level depends on your infiltration rate (for more information, see the [[Infiltration (LW2)|Infiltration]] page).  In general, at 0% infiltration, enemy strength will be several steps higher than the baseline; at 200% infiltration, it will be a few steps lower, to a minimum of &amp;quot;Extremely Light&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Activity Level&lt;br /&gt;
!Enemy Units&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Light &lt;br /&gt;
|6-9 &lt;br /&gt;
|-&lt;br /&gt;
|Very Light &lt;br /&gt;
|10-12&lt;br /&gt;
|-&lt;br /&gt;
|Light &lt;br /&gt;
|13-15&lt;br /&gt;
|-&lt;br /&gt;
|Light-Moderate&lt;br /&gt;
|16-18&lt;br /&gt;
|-&lt;br /&gt;
|Moderate&lt;br /&gt;
|19-21&lt;br /&gt;
|-&lt;br /&gt;
|Moderate-Heavy&lt;br /&gt;
|22-24&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|25-27&lt;br /&gt;
|-&lt;br /&gt;
|Very Heavy&lt;br /&gt;
|28-30&lt;br /&gt;
|-&lt;br /&gt;
|Extremely Heavy&lt;br /&gt;
|31-33&lt;br /&gt;
|-&lt;br /&gt;
|Swarming&lt;br /&gt;
|34+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission Table==&lt;br /&gt;
&lt;br /&gt;
This table compiles the information contained in LW2&#039;s configuration files regarding missions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
! Mission !! Mission Type !! Mission Timer !! Max Soldiers !! Infiltration !! Evacuation !! Loot&lt;br /&gt;
|-&lt;br /&gt;
| Hack Workstation||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recover Item||Guerrila Ops||8 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device||Guerrila Ops||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Extract||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rescue||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Relay||Guerrila Ops||12 (Objective)||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Target||Council||12 (Evac)||10||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Advent Monument||Defend||NA||10||Yes||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Sabotage Alien Facility||Sabotage||NA||10||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Troop Maneuvers||Liberation||NA||8||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Supply Line Raid||Supply Line Raid||NA||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Secure UFO||Supply Line Raid||16 (Reinforcements)||10||Yes||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Terror||Retaliation||NA||8||Alerted||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Invasion||Defend||NA||10||Alerted||Fixed Exit||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Defend||Defend||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Jailbreak||Liberation||12 (Evac)||8||Yes||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Rendezvous||Liberation||NA||6||No||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Intel Raid||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Supply Convoy ||Liberation||NA||8||Alerted||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Recruit Raid||Liberation||NA||8||Alerted||Countdown Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Network Tower||Liberation||(Hidden)||5||100%||Evac Flare||No&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Base||Liberation||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defense||Defend||NA||12||Alerted||Not Available||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility BLACKSITE||Golden Path||(Hidden)||8||100%||Fixed Exit||No&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility FORGE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Advent Facility PSIGATE||Golden Path||NA||10||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Central Network Broadcast||Golden Path||NA||8||100%||Evac Flare||Yes&lt;br /&gt;
|-&lt;br /&gt;
| Assault Alien Fortress||Golden Path||NA||12||No||Not Available||No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039; &lt;br /&gt;
* Mission Timer&lt;br /&gt;
**This value is increased by + 4 in Rookie difficulty and by +2 in Veteran&lt;br /&gt;
**Objective timers only affect the primary objective. Failing to complete the objective before the timer expires will result in failing the mission but you can still evac your soldiers.&lt;br /&gt;
**Evac timers put an absolute limit on mission duration. Any soldier still on the map when the timer reaches 0 is lost (captured). When the timer reaches 1, the last turn start (there is no &amp;quot;0 turns left&amp;quot; turn).&lt;br /&gt;
**Reinforcement timers are delays before increasingly strong reinforcements start dropping. You can still complete a mission after such a timer reaches zero but it will become harder with each wave. This timer starts only after you break concealment.&lt;br /&gt;
**Several non timed missions (such as the Blacksite and Network Tower) include a hidden reinforcement timer.&lt;br /&gt;
* Infiltration&lt;br /&gt;
** Yes - the squad can infiltrate the site to reduce enemy strength&lt;br /&gt;
** 100% - infiltration needs to reach at least this value before mission can be launched&lt;br /&gt;
** No - squad goes directly into combat, skipping infiltration&lt;br /&gt;
** Alerted - mission starts immediately, no squad concealment&lt;br /&gt;
* Evacuation&lt;br /&gt;
** Evac Flare - squad can call the Skyranger to be able to evacuate the mission&lt;br /&gt;
** Fixed Exit - squad has to reach exit area&lt;br /&gt;
** Countdown Exit - squad has to wait until exit area becomes active&lt;br /&gt;
* Loot - if yes, alien corpses and material will be recovered if the battle is won&lt;br /&gt;
&lt;br /&gt;
== Generating Missions ==&lt;br /&gt;
&lt;br /&gt;
Missions spawn automatically as the days pass, and expire after a given window of time.  The mission is not visible at this time; the local haven must collect enough intel to reveal the mission. Assigning more resistance members to the &amp;quot;intel&amp;quot; job can make missions considerably easier by discovering missions earlier and allowing more time to infiltrate.  A mission&#039;s expiration timer starts when it is created, not when it is discovered; most infiltration missions have a base duration of 18 days, which is randomized by a few days each time a mission is created.  &lt;br /&gt;
&lt;br /&gt;
Havens each generate &amp;quot;intel points&amp;quot; from having personnel assigned to intel gathering. These points are applied to undiscovered missions in the region at certain update intervals, currently 4 times a day (every 6 hours). Each mission keeps a pool of collected intel points. The difficulty of discovering a certain type of mission is controlled by two numbers: &amp;quot;required intel&amp;quot; and &amp;quot;percent chance per day&amp;quot;. A mission cannot be detected until you generate intel equal to the &amp;quot;required intel&amp;quot; value. Once the minimum is reached there is a random chance to discover the mission at every update. The probability is based on the mission&#039;s &amp;quot;percent chance&amp;quot; stat, multiplied by the number of intel points collected past the required minimum.&lt;br /&gt;
&lt;br /&gt;
In the table below, a basic level-0 resistance member is defined as one &amp;quot;intel point&amp;quot; per day. A level-1 resistance member is worth 1.5 points, a level-2 is worth 2, and the Avenger scanning is worth 4. Faceless are worth negative 0.5 points. A scientist assigned as haven liaison adds an extra 20% bonus to the entire haven.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!Research!!Data!!VIP!!Prisoners!!Liberation 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mission Types&#039;&#039;&#039;&lt;br /&gt;
|Hacking&lt;br /&gt;
|Hacking, Destroy&lt;br /&gt;
|Rescue/Extract&lt;br /&gt;
|Jailbreak&lt;br /&gt;
|Hacking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Required intel&#039;&#039;&#039; (points)&lt;br /&gt;
|24||1||12||8||22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discovery Chance&#039;&#039;&#039; (per point)&lt;br /&gt;
|0.85%||1.75%||0.9%||1.4%||2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; A haven with six level-0 resistance members and one level-1 assigned to intel, plus a scientist liaison, generates 9 &amp;quot;points&amp;quot; per day. The first mission in the liberation chain spawns. The haven can&#039;t detect this mission until it generates 22 points, which takes just under 2.5 days.&lt;br /&gt;
&lt;br /&gt;
One day after that, the haven has an 18% chance to detect the mission: it has 9 intel points in the pool (subtracting out the 22 needed for the required intel) times 2% per point. One day later, the haven has 18 points and has a 36% chance.&lt;br /&gt;
&lt;br /&gt;
== Types of Missions ==&lt;br /&gt;
&lt;br /&gt;
The type of mission affects a variety of factors: what the primary objective is, what type of rewards will be received, how long the squad has to complete the objective, how strong of a force the enemy will tend to field relative to other missions in the region, whether the squad starts concealed or not, and even where the squad can extract from.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most important factor is whether or not a squad needs to infiltrate or not, and how long the squad has to do it.  For more information on infiltration mechanics, see the [[Infiltration (LW2) | Infiltration]] page for details.&lt;br /&gt;
&lt;br /&gt;
=== Guerrilla Operations ===&lt;br /&gt;
&lt;br /&gt;
These missions will generate regularly regardless of ADVENT activity in a region.  XCOM will infiltrate some city and complete some useful objective, typically acquiring personnel and/or intel in the process.&lt;br /&gt;
&lt;br /&gt;
* Jailbreak – XCOM must infiltrate an ADVENT jail and rescue 2-4 Resistance members.  Success increases the strength of the Resistance in that region. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Rescue VIP - XCOM must lead a VIP (a soldier, scientist, or engineer) to the extraction point. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Hack a Workstation - XCOM must hack a particular workstation.  Awards intel upon completion.  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Retaliation Missions ===&lt;br /&gt;
&lt;br /&gt;
Retaliation missions trigger with increasing frequency and severity as XCOM takes action in a particular region and draws attention towards it.  Retaliation missions have no infiltration timer.  The Haven Advisor of a region, if a soldier, will typically be present at these missions, alongside various resistance personnel outfitted with the basic weapons and equipment that rookie XCOM personnel deploy with.&lt;br /&gt;
&lt;br /&gt;
* Rendezvous: When XCOM rescues or recruits resistance members, there is a chance that they may be Faceless; when a Faceless disguised as a member of the Resistance is detected as it goes to meet with its ADVENT handlers, Resistance personnel from the local haven will deploy to the scene and hunt it down.  You will not be able to arm or equip a squad to this mission. XCOM must detect Faceless by stationing a solider as the Haven advisor. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Supply Raid: XCOM must deploy a squad to defend a supply convoy and its Resistance personnel from ADVENT attacks. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Intel Raid: ADVENT attacks a Resistance listening post and XCOM must deploy a squad to defend its equipment and Resistance personnel. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Recruitment Raid: ADVENT forces attack Resistance recruiters within a region. XCOM must deploy a squad and extract those Resistance members. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Full Retaliation: XCOM must defend the Haven and it&#039;s Resistance members against an onslaught of ADVENT forces until the Skyranger can get into position for extraction. This mission usually comes in two parts.&lt;br /&gt;
** &#039;&#039;&#039;Retaliation 1&#039;&#039;&#039;: This will be a destroy the relay mission but the briefing will state that Advent is searching for the haven and that you need to prevent a &#039;&#039;&#039;DATA LEAK&#039;&#039;&#039;. Completing this mission keeps the haven safe. (If you don&#039;t detect this mission, you go straight to a full retaliation.)&lt;br /&gt;
** &#039;&#039;&#039;Full retaliation (Retaliation 2)&#039;&#039;&#039;: XCom must defend the Haven. This mission comes in two different flavours:&lt;br /&gt;
:# Many advent in the AO trying to kill members of your resistance haven. You must rush to kill them to save resistance members. This mission can yield corpses.&lt;br /&gt;
:# Advent drops unlimited reinforcements and you must rally all resistance members and soldiers to the EVAC zone to save them. This mission will not yield corpses.&lt;br /&gt;
&lt;br /&gt;
* Region Invasion: ADVENT attempts to retake a liberated region by assaulting a city center. XCOM must destroy a psionic relay that summons continuous reinforcements, then eliminate any remaining forces. &#039;&#039;No concealment&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Liberation Missions ===&lt;br /&gt;
&lt;br /&gt;
As part of its attempts to liberate a region from ADVENT control, XCOM will conduct a set sequence of five operations.  The early missions are difficult to detect and the later missions receive an substantial bonus to activity level, over and above the strength value of the region.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Liberation 1:&#039;&#039;&#039; Hacking Guerrilla Op. The mission objectives won&#039;t actually have the word &amp;quot;liberation&amp;quot; in the title. But you can tell Liberation 1 from the rewards. It will just be a certain amount of Intel (with no listed Intel package).  &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 2:&#039;&#039;&#039; Rescue Defector.  XCOM must rescue a VIP from a car and move to the extraction point.  &#039;&#039;Not Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 3:&#039;&#039;&#039; There are at least 2 possible mission types. Either mission type you get will have &amp;quot;Liberation&amp;quot; as part of the objective. Now do take note, Lib3 will also have an Advent strength bonus (above the regional base) meaning the baseline activity will be a decent amount higher as well as the tech you&#039;ll be facing. So go in nice and prepared for this one. &lt;br /&gt;
**Dark VIP mission (which seems to be more common) - There is also a high probability that the civilians on the map are Faceless&lt;br /&gt;
**Destroy the Relay mission. &lt;br /&gt;
* &#039;&#039;&#039;Liberation 4&#039;&#039;&#039; - Regional Network Tower Liberation: XCOM must deploy to and liberate an advent network tower.  This will not expire once unlocked, and is quite difficult. The mission consists of a squad that needs to make its way to a console to hack the network tower which will turn off the reinforcement timer before eliminating all enemies on a the map. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Liberation 5&#039;&#039;&#039; - ADVENT Facility Assault: XCOM must deploy to and overtake a well-defended ADVENT facility. This will not expire once unlocked, and is quite difficult. &#039;&#039;Concealed&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that failing or skipping a liberation mission does not reset the path. You&#039;ll just have to detect it again (unless it&#039;s the tower or base, which are persistent once you unlock them).&lt;br /&gt;
&lt;br /&gt;
== Collecting Enemy Corpses ==&lt;br /&gt;
Long War 2 uses the correct term for military equipment and supplies: [https://en.wikipedia.org/wiki/Materiel materiel].&lt;br /&gt;
&lt;br /&gt;
Most missions in Long War 2 require you to evacuate and you do not keep the bodies of fallen Advent or Aliens. As corpses are much more valuable in Long War 2 players should make special consideration for missions which do allow them to keep the corpses of fallen foes. &#039;&#039;&#039;Missions that let you keep corpses will list the reward of &amp;quot;enemy materiel&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The following mission types allow collection of enemy materiel:&lt;br /&gt;
* Ambush troop column: These missions are the only way to actively reduce ADVENT strength in a region.&lt;br /&gt;
* Supply convoy ambush: Alloys you to destroy ADVENT troops about to reinforce a region, this prevents ADVENT strength from increasing.&lt;br /&gt;
* Invasion&lt;br /&gt;
* Rendezvous&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
As Vahlen has taught us, explosives destroy all recoverable materiel when delivering the killing blow as both a possible loot drop and the corpse will be destroyed. Flamethrowers also destroy corpses if the initial hit kills the target, though burning damage will leave a collectible corpse and drop timed loot if carried. Consider using the Needle Grenades perk for grenadiers if you are in need of explosives use.&lt;br /&gt;
&lt;br /&gt;
It may be beneficial to sabotage your infiltration percentage to increase the enemy presence if you feel you will be victorious. You are allowed to start any infiltration mission early from the geoscape. Note that enemy readiness will also be boosted if you begin prematurely, increasing their detection range, evac delay, and reinforcements strength.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War 2]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66456</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66456"/>
		<updated>2015-07-07T23:28:19Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: Mistake at counting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flight path, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Aggressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Aggressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * (Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * (1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = (Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by (Pilot Kills / 100) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
* Avalanche Missiles (340 damage, 0 armor penetration) vs Fighter (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser Cannon (290 damage, 5 armor penetration) vs Fighter (armor 12): armor mitigation value of 12-5=7. Consequently, 7×5=35% of the damage is blocked, and the cannon has an effective damage of 188.&lt;br /&gt;
* Stingray Missiles (200 damage, 10 armor penetration) vs Fighter (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the stingray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the Laser Cannon and Stingray Missiles are about equal on a per-hit basis, the Laser Cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; {{Item name (Long War)}}!!rowspan=&amp;quot;2&amp;quot;|Health!!rowspan=&amp;quot;2&amp;quot;|Armor!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Speed!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost!!Maintenance&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)}}||{{Maintenance cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Skyranger.png|128px|link=Hangar (Long War)#Aircraft|Skyranger]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Skyranger]]&#039;&#039;&#039;||colspan=&amp;quot;4&amp;quot;|Can&#039;t be damaged or destroyed||colspan=&amp;quot;8&amp;quot;|XCOM starts with one, unable to produce more||title=&amp;quot;Cost in Credits&amp;quot;|20&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Satellite.png|128px|link=Hangar (Long War)#Aircraft|Satellite]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Satellite]]&#039;&#039;&#039;||colspan=&amp;quot;4&amp;quot;|Increases funding and provides unique bonuses|| ||10||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 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;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)|| &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Interceptor.png|128px|link=Hangar (Long War)#Aircraft|Interceptor]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Interceptor]]&#039;&#039;&#039;||2500||5|| ||10|| || ||title=&amp;quot;Cost in Credits&amp;quot;|200|| || || || ||title=&amp;quot;Duration in days&amp;quot;|3&amp;amp;nbsp;days||title=&amp;quot;Cost in Credits&amp;quot;|40&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv Firestorm.png|128px|link=Hangar (Long War)#Aircraft|Firestorm]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aircraft|Firestorm]]&#039;&#039;&#039;||4000||25||5||15||[[Research (Long War)#Materials and Aerospace|Alien Propulsion]]||75||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|750&amp;lt;br /&amp;gt;(1125)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|180&amp;lt;br /&amp;gt;(270)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|10&amp;lt;br /&amp;gt;(30)||8 [[Alien Artifacts (Long War)#Alien Devices|UFO Flight Computers]]&amp;lt;br /&amp;gt;4 [[Alien Artifacts (Long War)#Alien Devices|UFO Power Sources]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|28&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(14.0&amp;amp;nbsp;days)||title=&amp;quot;Cost in Credits&amp;quot;|50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons===&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;|Hit chance!!rowspan=&amp;quot;2&amp;quot;|Damage!!rowspan=&amp;quot;2&amp;quot;|Penetration!!rowspan=&amp;quot;2&amp;quot;|Firing&amp;lt;br /&amp;gt;cooldown!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Avalanche Missiles Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Avalanche Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Avalanche Missiles]]&#039;&#039;&#039;||25% / 40% / 55%||340&amp;lt;br /&amp;gt;(170 per second)|| ||2.0 second||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:Stingray Missiles Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Stingray Missiles]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Stingray Missiles]]&#039;&#039;&#039;||25% / 40% / 55%||200&amp;lt;br /&amp;gt;(133 per second)||10||1.5 second||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:Phoenix Coilgun Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Phoenix Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Phoenix Cannon]]&#039;&#039;&#039;||25% / 40% / 55%||140&amp;lt;br /&amp;gt;(183 per second)||5||0.75 second||[[Research (Long War)#Materials and Aerospace|Alien Materials]]||15||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;|12&amp;lt;br /&amp;gt;(18)|| ||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(5)|| ||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Laser Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Laser Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Laser Cannon]]&#039;&#039;&#039;||25% / 40% / 55%||290&amp;lt;br /&amp;gt;(290 per second)||5||1.0 second||[[Research (Long War)#Laser and Gauss Weapons|Advanced Beam Lasers]]||25||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|160&amp;lt;br /&amp;gt;(240)||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 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;|10&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(5.0&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Plasma Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Plasma Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Plasma Cannon]]&#039;&#039;&#039;||25% / 40% / 55%||650&amp;lt;br /&amp;gt;(650 per second)||22||1.0 second||[[Research (Long War)#Plasma Weapons|Vehicular Plasma Weapons]]||95||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|500&amp;lt;br /&amp;gt;(750)||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;|60&amp;lt;br /&amp;gt;(90)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|5&amp;lt;br /&amp;gt;(19)||1 [[Alien Artifacts (Long War)#Alien Weaponry|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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:EMP Cannon Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|EMP Cannon]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|EMP Cannon]]&#039;&#039;&#039;||15% / 30% / 45%||310&amp;lt;br /&amp;gt;(563 per second)||30||0.55 second||[[Research (Long War)#Laser and Gauss Weapons|Electromagnetic Pulse Weapons]]||100||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|575&amp;lt;br /&amp;gt;(862)||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;|160&amp;lt;br /&amp;gt;(240)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|0&amp;lt;br /&amp;gt;(16)||1 [[Alien Artifacts (Long War)#Corpses|Sectopod Wreck]]||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)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Fusion Lance Long War.png|128px|link=Hangar (Long War)#Aerospace Weapons|Fusion Lance]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Weapons|Fusion Lance]]&#039;&#039;&#039;||15% / 30% / 45%||1200&amp;lt;br /&amp;gt;(960 per second)||26||1.25 second||[[Research (Long War)#Plasma Weapons|Fusion Weapons]]||120||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|800&amp;lt;br /&amp;gt;(1200)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|70&amp;lt;br /&amp;gt;(105)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|120&amp;lt;br /&amp;gt;(180)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|40&amp;lt;br /&amp;gt;(62)||1 [[Alien Artifacts (Long War)#Alien Devices|Fusion Core]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|25&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(12.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&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; {{Special properties (Long War)}}!!colspan=&amp;quot;2&amp;quot;|Prerequisites!!colspan=&amp;quot;6&amp;quot;|Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|{{Research required (Long War)}}||{{Engineers required (Long War)}}||{{Credits cost (Long War)}}||{{Alloys cost (Long War)}}||{{Elerium cost (Long War)}}||{{Meld cost (Long War)}}||{{Items cost (Long War)}}||{{Time cost (Long War)}}&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:UFO Tracking Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|UFO Tracking (Boost)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Modules|UFO Tracking (Boost)]]&#039;&#039;&#039;||Increases the duration of this air combat||[[Research (Long War)#Materials and Aerospace|Alien Materials]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Aircraft Boosters]]||12||title=&amp;quot;Cost in Credits&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;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (Long War)#Corpses|Drone Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Defense Matrix Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|Defense Matrix (Dodge)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Modules|Defense Matrix (Dodge)]]&#039;&#039;&#039;||Dodges the next two incoming attacks||[[Research (Long War)#Alien Autopsies|Cyberdisc Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Aircraft Boosters]]||50||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|25&amp;lt;br /&amp;gt;(37)|| ||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|2&amp;lt;br /&amp;gt;(3)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||2 [[Alien Artifacts (Long War)#Corpses|Cyberdisc Wrecks]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Uplink Targeting Long War.png|128px|link=Hangar (Long War)#Aerospace Modules|Uplink Targeting (Aim)]]&amp;lt;br /&amp;gt;&#039;&#039;&#039;[[Hangar (Long War)#Aerospace Modules|Uplink Targeting (Aim)]]&#039;&#039;&#039;||Automatically hits the next two attacks||[[Research (Long War)#Alien Autopsies|Floater Autopsy]]&amp;lt;br /&amp;gt;[[Foundry (Long War)|Aircraft Boosters]]||35||title=&amp;quot;Cost in Credits&amp;amp;#10;(Cost when building quickly)&amp;quot;|20&amp;lt;br /&amp;gt;(30)||title=&amp;quot;Cost in Alien Alloys&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Elerium&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(1)||title=&amp;quot;Cost in Meld&amp;amp;#10;(Cost when building quickly)&amp;quot;|1&amp;lt;br /&amp;gt;(3)||3 [[Alien Artifacts (Long War)#Corpses|Floater Corpses]]||title=&amp;quot;Duration in days&amp;amp;#10;(Duration when building quickly)&amp;quot;|5&amp;amp;nbsp;days&amp;lt;br /&amp;gt;(2.5&amp;amp;nbsp;days)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects)===&lt;br /&gt;
(Version Long War Beta 15d2)&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 Stingray Missiles damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=65555</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=65555"/>
		<updated>2015-06-12T20:06:52Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Interceptor Weapons (B15d2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons === &lt;br /&gt;
(Version Long War Beta 15d2)&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Phoenix Coilguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=65554</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=65554"/>
		<updated>2015-06-12T20:05:55Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Interceptor Weapons (B15d2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons (B15d2)=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Phoenix Coilguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65549</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65549"/>
		<updated>2015-06-12T13:58:43Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Laser and Gauss Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
(Version Long War 15e) &amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 40 || - || 25&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || 40 || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 Carbines || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 Rifles || 90&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 Pistols || 50&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 Heavy Weapons || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65548</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65548"/>
		<updated>2015-06-12T13:55:04Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Xenology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
(Version Long War 15e) &amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 5 || 30 || 50 || 40 || - || 25&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 Carbines || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 Rifles || 90&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 Pistols || 50&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 Heavy Weapons || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65547</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65547"/>
		<updated>2015-06-12T13:46:37Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Plasma Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 Carbines || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 Rifles || 90&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 Pistols || 50&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 Heavy Weapons || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65546</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65546"/>
		<updated>2015-06-12T13:46:14Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Plasma Weapons */  Plasma Weapons updated to LW Beta 15e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
(version LOng War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 20 || 60 || 175 || 5 Carbines || 75&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 20 || 80 || 200 || 3 Rifles || 90&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 10 || 40 || 150 || 2 Pistols || 50&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || 2 Heavy Weapons || 90&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 20 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 40 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65544</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65544"/>
		<updated>2015-06-12T13:39:28Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Laser and Gauss Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 10 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 10 || - || 50 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || 10 || 80 || - || 32&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 20 || 10 || 100 || - || 38&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || 125 || - || 60&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 20 || 40 || 150 || - || 65&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65538</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65538"/>
		<updated>2015-06-12T13:23:35Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Armor, MECs, and SHIVs (Beta 15e) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65536</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65536"/>
		<updated>2015-06-12T13:22:33Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Materials and Aerospace (Beta 15e) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs (Beta 15e)=== &lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electromagnetic Pulse (EMP) Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65533</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65533"/>
		<updated>2015-06-12T13:16:21Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Permanent Upgrades (Foundry Projects) (Beta 15d2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_hangar.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Main staging ground for Xcom aircraft&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
Every Skyranger launch &amp;amp; return from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm.&lt;br /&gt;
&lt;br /&gt;
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.&lt;br /&gt;
&lt;br /&gt;
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
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==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic cannon designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing, long range, low damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Alien Materials research.&lt;br /&gt;
***Receives a significant upgrade after completing the Quenchguns Foundry Project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing the Supercapacitors foundry project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
***Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
***Available to build after completing EMP Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns. &lt;br /&gt;
**Avoid next two hits from enemy ship&#039;s fire.&lt;br /&gt;
**Can be activated at Balanced and Defensive Stance.&lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. &lt;br /&gt;
**Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy. &lt;br /&gt;
**Next two shots against enemy ship always hit.&lt;br /&gt;
**Can be activated at Balanced and Aggresive Stance.&lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons===&lt;br /&gt;
(Version Long War Beta 15d2)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects)===&lt;br /&gt;
(Version Long War Beta 15d2)&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.&lt;br /&gt;
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65532</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65532"/>
		<updated>2015-06-12T13:14:51Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Interceptor Weapons (Beta 15d2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_hangar.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Main staging ground for Xcom aircraft&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
Every Skyranger launch &amp;amp; return from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm.&lt;br /&gt;
&lt;br /&gt;
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.&lt;br /&gt;
&lt;br /&gt;
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
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==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic cannon designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing, long range, low damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Alien Materials research.&lt;br /&gt;
***Receives a significant upgrade after completing the Quenchguns Foundry Project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing the Supercapacitors foundry project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
***Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
***Available to build after completing EMP Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns. &lt;br /&gt;
**Avoid next two hits from enemy ship&#039;s fire.&lt;br /&gt;
**Can be activated at Balanced and Defensive Stance.&lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. &lt;br /&gt;
**Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy. &lt;br /&gt;
**Next two shots against enemy ship always hit.&lt;br /&gt;
**Can be activated at Balanced and Aggresive Stance.&lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons===&lt;br /&gt;
(Version Long War Beta 15d2)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (Beta 15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.&lt;br /&gt;
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65530</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65530"/>
		<updated>2015-06-12T13:08:04Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_hangar.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Main staging ground for Xcom aircraft&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
Every Skyranger launch &amp;amp; return from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm.&lt;br /&gt;
&lt;br /&gt;
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.&lt;br /&gt;
&lt;br /&gt;
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic cannon designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing, long range, low damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Alien Materials research.&lt;br /&gt;
***Receives a significant upgrade after completing the Quenchguns Foundry Project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing the Supercapacitors foundry project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
***Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
***Available to build after completing EMP Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns. &lt;br /&gt;
**Avoid next two hits from enemy ship&#039;s fire.&lt;br /&gt;
**Can be activated at Balanced and Defensive Stance.&lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. &lt;br /&gt;
**Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy. &lt;br /&gt;
**Next two shots against enemy ship always hit.&lt;br /&gt;
**Can be activated at Balanced and Aggresive Stance.&lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons (Beta 15d2)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (Beta 15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.&lt;br /&gt;
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65528</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=65528"/>
		<updated>2015-06-12T13:06:47Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Interceptor Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_hangar.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Main staging ground for Xcom aircraft&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located on the top left side of the Ant-Farm, this &amp;quot;Facilility&amp;quot; is the nerve center of all Aircraft operations.&lt;br /&gt;
&lt;br /&gt;
Every Skyranger launch &amp;amp; return from missions are shown in Videos designed around the 3D rendering of the Hangar.&lt;br /&gt;
Interceptions start with such Videos too. And if you look closely, the platforms are &amp;quot;embedded&amp;quot; into the very same sections of the Hangar as represented by the Ant-Farm.&lt;br /&gt;
&lt;br /&gt;
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.&lt;br /&gt;
&lt;br /&gt;
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they&#039;re mostly all displayed and parked in individual Bays up to a maximum of four.&lt;br /&gt;
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==Aircraft==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
*HP = 1500 (2500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
*HP = 3500 (4500 with armored interceptors upgrade)&lt;br /&gt;
*Armor = 25&lt;br /&gt;
&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
==Pilots==&lt;br /&gt;
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).&lt;br /&gt;
&lt;br /&gt;
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Interceptor Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic cannon designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing, long range, low damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Alien Materials research.&lt;br /&gt;
***Receives a significant upgrade after completing the Quenchguns Foundry Project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
***Receives a significant upgrade after completing the Supercapacitors foundry project.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**The Plasma projectile&#039;s extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.&lt;br /&gt;
***Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.&lt;br /&gt;
***Available to build after completing EMP Weapons research.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.&lt;br /&gt;
***Can only be loaded on a Firestorm Interceptor.&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns. &lt;br /&gt;
**Avoid next two hits from enemy ship&#039;s fire.&lt;br /&gt;
**Can be activated at Balanced and Defensive Stance.&lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. &lt;br /&gt;
**Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy. &lt;br /&gt;
**Next two shots against enemy ship always hit.&lt;br /&gt;
**Can be activated at Balanced and Aggresive Stance.&lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge (+15%)&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons (Beta 15d2)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (Beta 15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Calculations==&lt;br /&gt;
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)&lt;br /&gt;
**0 is the minimum Armor Mitigation and 0.95 is the maximum&lt;br /&gt;
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)&lt;br /&gt;
*Crit Chance = ( Armor Penetration - Target Armor) / 2&lt;br /&gt;
**5% is the minimum Crit Chance and 25% is the maximum&lt;br /&gt;
*A successful Crit multiplies damage by 2&lt;br /&gt;
*total damage is then randomized to between 50% and 150% of its current value.&lt;br /&gt;
*For XCOM Aircraft:&lt;br /&gt;
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1&lt;br /&gt;
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1&lt;br /&gt;
&lt;br /&gt;
Examples: &lt;br /&gt;
&lt;br /&gt;
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.&lt;br /&gt;
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.&lt;br /&gt;
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.&lt;br /&gt;
&lt;br /&gt;
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
{{ Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=65522</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=65522"/>
		<updated>2015-06-12T12:47:16Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Aircraft */  Added Armor Penetration to Aircraft Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons (B15d2)=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65469</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65469"/>
		<updated>2015-06-10T15:25:26Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Materials and Aerospace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace (Beta 15e)===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 60 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 10 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 20 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs (Beta 15e)=== &lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65435</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65435"/>
		<updated>2015-06-09T08:59:10Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Armor, MECs, and SHIVs (Beta 15e) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs (Beta 15e)=== &lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 20 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 10 || 100 || 50 || 10 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65434</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65434"/>
		<updated>2015-06-09T08:29:03Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs (Beta 15e)=== &lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 20 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65431</id>
		<title>Research (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Research_(Long_War)&amp;diff=65431"/>
		<updated>2015-06-08T22:15:13Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Armor, MECs, and SHIVs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|image=Wiki-facbox_research.png&lt;br /&gt;
|isize=256&lt;br /&gt;
|effect=Development of new technologies and investigating alien species&lt;br /&gt;
|adjacency=None&lt;br /&gt;
|prerequisites=None&lt;br /&gt;
|other=None&lt;br /&gt;
|credits=0&lt;br /&gt;
|alienaloys=0&lt;br /&gt;
|elerium=0&lt;br /&gt;
|meld=0&lt;br /&gt;
|build time=0 &lt;br /&gt;
|quick credits=0&lt;br /&gt;
|quick alienaloys=0&lt;br /&gt;
|quick elerium=0&lt;br /&gt;
|quick meld=0&lt;br /&gt;
|quick build time=0 &lt;br /&gt;
|maintenance=0&lt;br /&gt;
|power=5&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==New in Long War==&lt;br /&gt;
While research in Long War works similar to how it works in Vanilla, there are some notable changes:&lt;br /&gt;
* New research projects have been added, expanding the research tree.&lt;br /&gt;
* The time required to research a project has been increased.&lt;br /&gt;
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.&lt;br /&gt;
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.&lt;br /&gt;
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.&lt;br /&gt;
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.&lt;br /&gt;
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.&lt;br /&gt;
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.&lt;br /&gt;
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.&lt;br /&gt;
* South America&#039;s continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Notes==&lt;br /&gt;
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.&lt;br /&gt;
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.&lt;br /&gt;
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.&lt;br /&gt;
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.&lt;br /&gt;
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.&lt;br /&gt;
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Items in the &amp;quot;Unlocks&amp;quot; columns that are listed in &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;italic and gray&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.&lt;br /&gt;
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis Projects==&lt;br /&gt;
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.&lt;br /&gt;
&lt;br /&gt;
===Alien Autopsies===&lt;br /&gt;
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Autopsies (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Sectoids || 4&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sectoid Interrogation&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || - || Smart Macrophages&amp;lt;br /&amp;gt;(Gene Mod) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Xenogenetics&lt;br /&gt;
| 5 Sectoid Commanders || 35&lt;br /&gt;
| Sectoid Commander Interrogation || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind Shield&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Merge&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Alien Entertainment&amp;lt;br /&amp;gt;(Panic Reduction)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Thin Men || 6&lt;br /&gt;
| Thin Man Interrogation || Improved Medikit || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chem Grenade&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Restorative Mist&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Muscle Fiber Density&amp;lt;br /&amp;gt;(Gene Mod) || Thin Man Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 10 Floaters || 5&lt;br /&gt;
| Heavy Floater Autopsy&amp;lt;br /&amp;gt;Floater Interrogation || Shaped Armor || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Kinetic Strike Module&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Uplink Targeting Module (Aerospace)&amp;lt;br /&amp;gt;Flak Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Floater Corpses&amp;lt;br /&amp;gt;(Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Autopsy&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 5 Heavy Floaters || 10&lt;br /&gt;
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod&amp;lt;br /&amp;gt;(SHIV) || - || Heavy Floater Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Autopsy&#039;&#039;&#039; || Xenobiology&lt;br /&gt;
| 10 Mutons || 8&lt;br /&gt;
| Muton Elite Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Muton Interrogation || Ammo Conservation&amp;lt;br /&amp;gt;Alien Grenades || - || Adrenal Neurosympathy&amp;lt;br /&amp;gt;(Gene Mod) || Muton Corpses&amp;lt;br /&amp;gt;(Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Autopsy&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 5 Muton Elites || 10&lt;br /&gt;
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart&amp;lt;br /&amp;gt;(Gene Mod) ||  Muton Elite Corpses&amp;lt;br /&amp;gt;(Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Autopsy&#039;&#039;&#039; || Muton Autopsy&amp;lt;br /&amp;gt;Xenoneurology&lt;br /&gt;
| 5 Berserkers || 10&lt;br /&gt;
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening&amp;lt;br /&amp;gt;(Gene Mod) || Berserker Corpses&amp;lt;br /&amp;gt;(Credits / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Autopsy&#039;&#039;&#039; || Xenopsionics&lt;br /&gt;
| 3 Ethereals || 50&lt;br /&gt;
| Ethereal Interrogation || - || - || Telekinetic Field&amp;lt;br /&amp;gt;(Psi Power) || Ethereal Corpses&amp;lt;br /&amp;gt;(Soldiers and maybe Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCryssalid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Chryssalid Autopsy&#039;&#039;&#039; || Xenogenetics&lt;br /&gt;
| 5 Chryssalids || 9&lt;br /&gt;
| - || - || Chitin Plating || Adaptive Bone Marrow&amp;lt;br /&amp;gt;(Gene Mod) || Chryssalid Carcasses&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyDrone.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Drone Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Drones || 3&lt;br /&gt;
| - || SHIV Repair || Holo-Targeter&amp;lt;br /&amp;gt;(MEC/SHIV) || - || Drone Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySeeker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Seeker Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 5 Seekers || 6&lt;br /&gt;
| - || UFO Countermeasures || Respirator Implant&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Chameleon Suit&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shadow Device&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Bioelectric Skin&amp;lt;br /&amp;gt;(Gene Mod) || Seeker Wrecks&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsySectopod.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectopod Autopsy&#039;&#039;&#039; || Alien Computers&lt;br /&gt;
| 3 Sectopods || 25&lt;br /&gt;
| - || - || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Battle Computer&amp;lt;br /&amp;gt;(MEC/SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapon Supercooler&amp;lt;br /&amp;gt;(SHIV) || - || Sectopod Wrecks&amp;lt;br /&amp;gt;(Credits and Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyCyberdisc.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Cyberdisc Autopsy&#039;&#039;&#039; || Alien Biocybernetics&lt;br /&gt;
| 3 Cyberdiscs || 7&lt;br /&gt;
| - || Sentinel Drone || Autosentry Turret&amp;lt;br /&amp;gt;(SHIV) || Iron Skin&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Defensive Matrix&amp;lt;br /&amp;gt;(Aerospace)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Cyberdisc Wrecks&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AutopsyMechtoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mechtoid Autopsy&#039;&#039;&#039; || Sectoid Autopsy&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 3 Mechtoids || 18&lt;br /&gt;
| - || Advanced Servomotors || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Psi Screen&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Tactical Sensors&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt; || - || Mechtoid Cores&amp;lt;br /&amp;gt;(Scientists / Engineers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alien Interrogations===&lt;br /&gt;
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.&amp;lt;br /&amp;gt;&lt;br /&gt;
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Alien Interrogations (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! Prerequisites !! colspan=&amp;quot;2&amp;quot; | Cost !! colspan=&amp;quot;3&amp;quot; | Unlocks !! colspan=&amp;quot;2&amp;quot; | Research Credits&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Captives&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoid.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Interrogation&#039;&#039;&#039; || Sectoid Autopsy&lt;br /&gt;
| 1 Sectoid || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Inspiration&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Captive&amp;lt;br /&amp;gt;(Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| &amp;lt;b&amp;gt;Cybernetics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Repair&amp;lt;br /&amp;gt;Advanced Servomotors&amp;lt;br /&amp;gt;Advanced Surgery&amp;lt;br /&amp;gt;Drone Capture&amp;lt;br /&amp;gt;Improved Medikit&amp;lt;br /&amp;gt;Jellied Elerium&amp;lt;br /&amp;gt;MEC Close Combat&amp;lt;br /&amp;gt;MEC Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateSectoidCommander.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Sectoid Commander Interrogation&#039;&#039;&#039; || Sectoid Commander Autopsy&lt;br /&gt;
| 1 Sectoid Commander || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psi Panic&amp;lt;br /&amp;gt;(Psi Power) || Sectoid Commander Captive&amp;lt;br /&amp;gt;(Panic Reduction and&amp;lt;br /&amp;gt; Soldiers / Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Xenopsionics&amp;lt;br /&amp;gt;Alien Operations&amp;lt;br /&amp;gt;Alien Command and Control&amp;lt;br /&amp;gt;Mind and Machine&lt;br /&gt;
| &amp;lt;b&amp;gt;Psionics:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateThinman.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Thin Man Interrogation&#039;&#039;&#039; || Thin Man Autopsy&lt;br /&gt;
| 1 Thin Man || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Regen Biofield&amp;lt;br /&amp;gt;(Psi Power) || Thin Man Captive&amp;lt;br /&amp;gt;(Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;Advanced Beam Lasers&amp;lt;br /&amp;gt;Pulse Lasers&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| &amp;lt;b&amp;gt;Laser Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Enhanced Lasers&amp;lt;br /&amp;gt;Supercapacitators&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloater.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Floater Interrogation&#039;&#039;&#039; || Floater Autopsy&lt;br /&gt;
| 1 Floater || 9&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Floater Captive&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&amp;lt;br /&amp;gt;Alien Propulsion&amp;lt;br /&amp;gt;Antigrav Systems&lt;br /&gt;
| &amp;lt;b&amp;gt;Aerospace:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Advanced Flight&amp;lt;br /&amp;gt;Aircraft Boosters&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Elerium Afterburners&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Super Skyranger&amp;lt;br /&amp;gt;UFO Countermeasures&amp;lt;br /&amp;gt;UFO Tracking&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Floater Interrogation&#039;&#039;&#039; || Heavy Floater Autopsy&lt;br /&gt;
| 1 Heavy Floater || 18&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Floater Captive&amp;lt;br /&amp;gt;(Scientists and Engineers)&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Plasma Weapons&amp;lt;br /&amp;gt;Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons&amp;lt;br /&amp;gt;Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Plasma Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Enhanced Plasma&amp;lt;br /&amp;gt;Reflex Pistols&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMuton.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Interrogation&#039;&#039;&#039; || Muton Autopsy&lt;br /&gt;
| 1 Muton || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Distortion Field&amp;lt;br /&amp;gt;(Psi Power) || Muton Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Gauss Weapons&amp;lt;br /&amp;gt;Advanced Gauss Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Gauss Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Mag Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&amp;lt;br /&amp;gt;Quenchguns&amp;lt;br /&amp;gt;Rail Pistols&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateMutonElite.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Muton Elite Interrogation&#039;&#039;&#039; || Muton Elite Autopsy&lt;br /&gt;
| 1 Muton Elite || 25&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Muton Elite Captive&amp;lt;br /&amp;gt;(Soldiers and maybe&amp;lt;br /&amp;gt;Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Research&amp;lt;br /&amp;gt;All Gauss Weapon Research&amp;lt;br /&amp;gt;All Plasma Weapon Research&amp;lt;br /&amp;gt;Alien Weaponry&amp;lt;br /&amp;gt;EMP Weapons&amp;lt;br /&amp;gt;Fusion Weapons&lt;br /&gt;
| &amp;lt;b&amp;gt;Weapons:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;All Laser Weapon Projects&amp;lt;br /&amp;gt;All Gauss Weapon Projects&amp;lt;br /&amp;gt;All Plasma Weapon Projects&amp;lt;br /&amp;gt;Ammo Conservation&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;SCOPE Upgrade&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateBerserker.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Berserker Interrogation&#039;&#039;&#039; || Berserker Autopsy&lt;br /&gt;
| 1 Berserker || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Psychokinetic Strike&amp;lt;br /&amp;gt;(Psi Power) || Berserker Captive&amp;lt;br /&amp;gt;(Soldiers and Scientists)&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;Advanced Body Armor&amp;lt;br /&amp;gt;Mobile Power Armor&amp;lt;br /&amp;gt;Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&amp;lt;br /&amp;gt;Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;Mobile Combat Exoskeletons&lt;br /&gt;
| &amp;lt;b&amp;gt;Armor:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Shaped Armor&amp;lt;br /&amp;gt;Mechanized Unit Defenses&amp;lt;br /&amp;gt;Tactical Rigging&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_InterrogateElder.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Ethereal Interrogation&#039;&#039;&#039; || Ethereal Autopsy&lt;br /&gt;
| 1 Ethereal || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Command and Control&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mind Control&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Rift&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || &amp;lt;b&amp;gt;All Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;All Projects&amp;lt;/b&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===UFO Analysis===&lt;br /&gt;
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain a damage bonus against all UFOs of the same type.&amp;lt;br /&amp;gt;&lt;br /&gt;
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | UFO Analysis (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! Cost !! Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Scout.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Scout&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Scouts&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Scouts&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Fighter.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Fighter&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]&amp;lt;br /&amp;gt;mission completed || 3 || Bonus Damage to Fighters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Fighters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Raider.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Raider&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Raiders&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Raiders&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Destroyer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Destroyer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 4 || Bonus Damage to Destroyers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Destroyers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Abductor.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Abductor&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Abductors&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Abductors&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Harvester.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Harvester&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]&amp;lt;br /&amp;gt;mission completed || 5 || Bonus Damage to Harvesters&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Harvesters&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Transport.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Transport&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Transports&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Transports&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_TerrorShip.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Terror Ship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 6 || Bonus Damage to Terror Ships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Terror Ships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Assault Carrier&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Assault Carriers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Assault Carriers&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Battleship.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Battleship&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Battleships&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Battleships&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:UFO-Analysis_Overseer.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;UFO Analysis: Overseer&#039;&#039;&#039; || Aerospace || Alien Materials&lt;br /&gt;
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or&amp;lt;br /&amp;gt;[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]&amp;lt;br /&amp;gt;mission completed || 7 || Bonus Damage to Overseers&amp;lt;br /&amp;gt;Salvage 20% more alloys and elerium from Overseers&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Technology Projects==&lt;br /&gt;
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.&lt;br /&gt;
&lt;br /&gt;
===Xenology===&lt;br /&gt;
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;14&amp;quot; | Xenology (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt; || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Corpses&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Facility&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Xenobiology.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenobiology&#039;&#039;&#039; || - || - || -&lt;br /&gt;
| - || - || - || - || 5 Sectoids || 6&lt;br /&gt;
| Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy&amp;lt;br /&amp;gt;Thin Man Autopsy&amp;lt;br /&amp;gt;Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArcThrower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenoneurology&#039;&#039;&#039; || - || Xenobiology || -&lt;br /&gt;
| - || - || 10 || - || 10 Sectoids || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Communications&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Berserker Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Arc Thrower&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Arc Rifle&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MeldTech.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenogenetics&#039;&#039;&#039; || Cybernetics || Xenobiology || -&lt;br /&gt;
| - || - || - || 20 || - || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Xenopsionics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Sectoid Commander Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Chryssalid Autopsy&lt;br /&gt;
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception&amp;lt;br /&amp;gt;(Gene Mod)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hyper-Reactive Pupils&amp;lt;br /&amp;gt;(Gene Mod)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_MindShield.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Xenopsionics&#039;&#039;&#039; || Psionics || Xenoneurology&amp;lt;br /&amp;gt;Xenogenetics&amp;lt;br /&amp;gt;Sectoid Autopsy || -&lt;br /&gt;
| - || - || - || 15 || - || 14&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Operations&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Neural Feedback&amp;lt;br /&amp;gt;(Psi Power)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Psi Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Alien_BioCybernetics.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Biocybernetics&#039;&#039;&#039; || Cybernetics || Xenogenetics&amp;lt;br /&amp;gt;Alien Materials&amp;lt;br /&amp;gt;Alien Computers || -&lt;br /&gt;
| 30 || 30 || 50 || 50 || - || 18&lt;br /&gt;
| Floater Autopsy&amp;lt;br /&amp;gt;Cyberdisc Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mechtoid Autopsy&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Neural Gunlink&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC-1 Paladin || Advanced Surgery&amp;lt;br /&amp;gt;(Foundry Project)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;MEC Warfare Systems&amp;lt;br /&amp;gt;(Foundry Project)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_OutsiderShard.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Operations&#039;&#039;&#039; || Psionics || Xenopsionics&amp;lt;br /&amp;gt;any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]&lt;br /&gt;
| - || - || - || - || - || 20&lt;br /&gt;
| - || - || - || Skeleton Key&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_HyperwaveCommunication.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Communications&#039;&#039;&#039; || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]&amp;lt;br /&amp;gt;mission completed&lt;br /&gt;
| - || 100 || - || - || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mimic Beacon&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PsiLink.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Command and Control&#039;&#039;&#039; || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]&lt;br /&gt;
| - || 100 || - || - || - || 150&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mind and Machine&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials and Aerospace===&lt;br /&gt;
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Materials and Aerospace (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || &amp;lt;b&amp;gt;Devices&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout &amp;amp; Other&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Council Request&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienMaterials.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Materials&#039;&#039;&#039; || - || -&lt;br /&gt;
| 4 || 4 || 10 || 1 || - || 6&lt;br /&gt;
| Elerium&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;UFO Analysis: (all)&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Improved Body Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Metallurgy&amp;lt;br /&amp;gt;Improved Salvage&amp;lt;br /&amp;gt;Enhanced Ballistics&amp;lt;br /&amp;gt;Aircraft Boosters&lt;br /&gt;
| Alloy Plating&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Breaching Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Shredder Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alloy Bipod&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Phoenix Cannon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;HEAT Ammo (SHIV)&lt;br /&gt;
| Alien Alloys&amp;lt;br /&amp;gt;(Credits / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Elerium&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Meld&amp;lt;br /&amp;gt;(Credits / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_AlienWeaponFragments.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Weaponry&#039;&#039;&#039; || Weapons || -&lt;br /&gt;
| - || - || 5 || - || - || 6&lt;br /&gt;
| Experimental Warfare&amp;lt;br /&amp;gt;Beam Lasers&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mag Pistols&amp;lt;br /&amp;gt;SHIV Suppression&lt;br /&gt;
| SCOPE&amp;lt;br /&amp;gt;Marksman&#039;s Scope || Weapon Fragments&amp;lt;br /&amp;gt;(Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFONavigation.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Computers&#039;&#039;&#039; || - || -&lt;br /&gt;
| - || - || - || - || 4 UFO&amp;lt;br /&amp;gt;Flight&amp;lt;br /&amp;gt;Computers || 10&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Drone Autopsy&amp;lt;br /&amp;gt;Seeker Autopsy&amp;lt;br /&amp;gt;Sectopod Autopsy&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Biocybernetics&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
| [[Satellite Nexus (Long War)|Satellite Nexus]]&amp;lt;br /&amp;gt;(Facility) || UFO Flight Computers&amp;lt;br /&amp;gt;(Engineers and maybe&amp;lt;br /&amp;gt;Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Elerium.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Elerium&#039;&#039;&#039; || - || Alien Materials&lt;br /&gt;
| - || 70 || - || - || - || 30&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Power Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Jellied Elerium || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Elerium Turbos&amp;lt;br /&amp;gt;(SHIV)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ExperimentalWarfare.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Experimental Warfare&#039;&#039;&#039; || - || Alien Weaponry&lt;br /&gt;
| - || - || 20 || - || - || 8&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Aerospace Concepts&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Gauss Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || SCOPE Upgrade&amp;lt;br /&amp;gt;New Combat Systems&lt;br /&gt;
| Smartshell Pod&amp;lt;br /&amp;gt;(SHIV)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Adaptive Tracking Pod&amp;lt;br /&amp;gt;(SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_UFOPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Power Systems&#039;&#039;&#039; || - || Alien Computers&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| - || 60 || - || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Plasma Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
| Alien Nucleonics&amp;lt;br /&amp;gt;Improved Arc Thrower&amp;lt;br /&amp;gt;UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]&amp;lt;br /&amp;gt;(Facility) || UFO Power Sources&amp;lt;br /&amp;gt;(Credits and&amp;lt;br /&amp;gt;Soldiers / Scientists / Engineers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Aerospace Concepts&#039;&#039;&#039; || Aerospace || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 20 || - || 50 || - || - || 22&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Alien Propulsion&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Super Skyranger&amp;lt;br /&amp;gt;Armored Fighters&amp;lt;br /&amp;gt;Improved Avionics&amp;lt;br /&amp;gt;Penetrator Weapons&amp;lt;br /&amp;gt;Wingtip Sparrowhawks&amp;lt;br /&amp;gt;UFO Scanners || - || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_Firestorm.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Alien Propulsion&#039;&#039;&#039; || Aerospace || Alien Power Systems&amp;lt;br /&amp;gt;Advanced Aerospace Concepts&lt;br /&gt;
| 40 || 100 || 160 || - || 6 UFO&amp;lt;br /&amp;gt;Power&amp;lt;br /&amp;gt;Sources || 92&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Elerium Afterburners || Firestorm&amp;lt;br /&amp;gt;(Aerospace) || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor, MECs, and SHIVs=== (Beta 15e)&lt;br /&gt;
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;13&amp;quot; | Armor, MECs, and SHIVs (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;4&amp;quot; | Cost !! colspan=&amp;quot;5&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorImprovedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Body Armor&#039;&#039;&#039; || Armor || Alien Materials&lt;br /&gt;
| 8 || - || - || - || 8&lt;br /&gt;
| Advanced Body Armor || Security Training: Armor || Phalanx Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Aurora Armor&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/i&amp;gt;Reinforced Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Armor Piercing Ammo&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Alloy SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedBody.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Body Armor&#039;&#039;&#039; || Armor || Improved Body Armor&lt;br /&gt;
| 12 || - || - || - || 20&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Mechanized Unit Defenses || Kestrel Armor&amp;lt;br /&amp;gt;Carapace Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorMobilePower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Power Armor&#039;&#039;&#039; || Armor || Advanced Body Armor&amp;lt;br /&amp;gt;Elerium&lt;br /&gt;
| 20 || 20 || - || - || 40&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Improved Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Advanced Power Armor&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Banshee Armor&amp;lt;br /&amp;gt;Aegis Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Impact Vest&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorAdvancedPower.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Power Armor&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 40 || 40 || - || - || 68&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Antigrav Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Stealth Systems&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Corsair Armor&amp;lt;br /&amp;gt;Titan Armor&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Walker Servos&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Improved Combat Exoskeletons&#039;&#039;&#039; || Armor || Mobile Power Armor&amp;lt;br /&amp;gt;MEC Warfare Systems (Foundry)&lt;br /&gt;
| 20 || 100 || 50 || 20 || 50&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Mobile Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Heavy Combat Exoskeletons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || MEC-2 Defender&amp;lt;br /&amp;gt;MEC-3 Valiant&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 20 || 75 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-4 Dauntless&amp;lt;br /&amp;gt;MEC-5 Devastator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mobile Combat Exoskeletons&#039;&#039;&#039; || Armor || Advanced Power Armor&amp;lt;br /&amp;gt;Improved Combat Exoskeletons&lt;br /&gt;
| 15 || 100 || 50 || 10 || 90&lt;br /&gt;
| - || - || MEC-6 Vanguard&amp;lt;br /&amp;gt;MEC-7 Vindicator&amp;lt;br /&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorArchangel.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Antigrav Systems&#039;&#039;&#039; || Aerospace || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Propulsion&lt;br /&gt;
| 5 || 100 || - || - || 70&lt;br /&gt;
| - || Advanced Flight || Seraphim Armor&amp;lt;br /&amp;gt;Archangel Armor&amp;lt;br /&amp;gt;Fuel Cell&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;The Thumper (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Hover SHIV&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorGhost.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Stealth Systems&#039;&#039;&#039; || - || Advanced Power Armor&amp;lt;br /&amp;gt;Alien Communications&lt;br /&gt;
| 30 || 100 || - || - || 80&lt;br /&gt;
| - || Stealth Satellites || Shadow Armor || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ArmorPsi.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Mind and Machine&#039;&#039;&#039; || Psionics || Alien Biocybernetics&amp;lt;br /&amp;gt;Alien Command and Control&lt;br /&gt;
| 20 || 100 || - || 5 || 150&lt;br /&gt;
| - || - || Vortex Armor || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Laser and Gauss Weapons===&lt;br /&gt;
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Laser and Gauss Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&lt;br /&gt;
| 20 || - || 40 || - || 8&lt;br /&gt;
| Advanced Beam Lasers || Security Training: Weapons&lt;br /&gt;
| Laser Shatterray&amp;lt;br /&amp;gt;Laser Carbine&amp;lt;br /&amp;gt;Laser Rifle&amp;lt;br /&amp;gt;Autolaser&amp;lt;br /&amp;gt;Gatling Laser&amp;lt;br /&amp;gt;Laser Pistol&amp;lt;br /&amp;gt;Heater || Laser Rifles&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PrecisionLasers.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Beam Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Beam Lasers&lt;br /&gt;
| 30 || - || 50 || - || 12&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lasers&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Enhanced Lasers&lt;br /&gt;
| Heavy Laser Rifle&amp;lt;br /&amp;gt;Scatter Laser&amp;lt;br /&amp;gt;Laser Strike Rifle&amp;lt;br /&amp;gt;Laser Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Laser Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Superheavy Laser (SHIV) || Laser Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:Gauss_Weapons.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Alien Materials&amp;lt;br /&amp;gt;Experimental Warfare&lt;br /&gt;
| 60 || 10 || 80 || - || 28&lt;br /&gt;
| Advanced Gauss Weapons || Rail Pistols&amp;lt;br /&amp;gt;Phoenix Coilguns&lt;br /&gt;
| Gauss Stuttergun&amp;lt;br /&amp;gt;Gauss Carbine&amp;lt;br /&amp;gt;Gauss Rifle&amp;lt;br /&amp;gt;Gauss Autorifle&amp;lt;br /&amp;gt;Gauss Machine Gun&amp;lt;br /&amp;gt;Gauss Autopistol&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Grenade Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;Sentry Gun (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaShotgun.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Gauss Weapons&#039;&#039;&#039; || Gauss Weapons&amp;lt;br /&amp;gt;Weapons || Gauss Weapons&lt;br /&gt;
| 60 || 10 || 100 || - || 35&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Quenchguns || Heavy Gauss Rifle&amp;lt;br /&amp;gt;Alloy Cannon&amp;lt;br /&amp;gt;Alloy Strike Rifle&amp;lt;br /&amp;gt;Gauss Long Rifle&amp;lt;br /&amp;gt;Recoilless Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Railgun (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Proximity Mine Launcher (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_LaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Beam Lasers&amp;lt;br /&amp;gt;Alien Power Systems&lt;br /&gt;
| 80 || 100 || 125 || - || 50&lt;br /&gt;
| Advanced Pulse Lasers || - || Pulse Stengun&amp;lt;br /&amp;gt;Pulse Carbine&amp;lt;br /&amp;gt;Pulse Rifle&amp;lt;br /&amp;gt;Pulse Autoblaster&amp;lt;br /&amp;gt;Gatling Pulser&amp;lt;br /&amp;gt;Blaster&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Superheavy Pulser (SHIV) || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_ShipLaserCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Pulse Lasers&#039;&#039;&#039; || Laser Weapons&amp;lt;br /&amp;gt;Weapons || Pulse Lasers&lt;br /&gt;
| 80 || 100 || 150 || - || 60&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;EMP Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Supercapacitors || Heavy Pulse Rifle&amp;lt;br /&amp;gt;Scatter Blaster&amp;lt;br /&amp;gt;Blaster Rifle&amp;lt;br /&amp;gt;Pulse Sniper Rifle&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Pulse Lance (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_EMPCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;EMP Weapons&#039;&#039;&#039; || Weapons || Advanced Gauss Weapons&amp;lt;br /&amp;gt;Advanced Pulse Lasers&lt;br /&gt;
| - || 200 || 300 || - || 95&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || Drone Capture || &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Electropulse (MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || EMP Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plasma Weapons===&lt;br /&gt;
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;12&amp;quot; | Plasma Weapons (Long War)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Research !! rowspan=&amp;quot;2&amp;quot; | Credit type !! Prerequisites !! colspan=&amp;quot;5&amp;quot; | Cost !! colspan=&amp;quot;4&amp;quot; | Unlocks&lt;br /&gt;
|-align=center&lt;br /&gt;
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || &amp;lt;b&amp;gt;Alien Weapons&amp;lt;/b&amp;gt; || {{Time Icon}} || &amp;lt;b&amp;gt;Research&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Foundry&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Loadout&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;Other&amp;lt;/b&amp;gt;&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaLightRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Alien Weaponry&amp;lt;br /&amp;gt;Alien Power Systems&amp;lt;br /&amp;gt;Alien Biocybernetics&lt;br /&gt;
| 70 || 70 || 175 || 5 Carbines || 80&lt;br /&gt;
| Advanced Plasma Weapons&amp;lt;br /&amp;gt;Compact Plasma Weapons || - || Plasma Stormgun&amp;lt;br /&amp;gt;Plasma Carbine || Alien Carbines&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaRifle.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Advanced Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 70 || 80 || 200 || 3 Rifles || 85&lt;br /&gt;
| Heavy Plasma Weapons&amp;lt;br /&amp;gt;Precision Plasma Weapons&amp;lt;br /&amp;gt;Vehicular Plasma Weapons || - || Plasma Rifle&amp;lt;br /&amp;gt;Plasma Novagun&amp;lt;br /&amp;gt;Reflex Cannon || Alien Rifle&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaPistol.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Compact Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Plasma Weapons&lt;br /&gt;
| 30 || 40 || 150 || 2 Pistols || 75&lt;br /&gt;
| - || Reflex Pistols || Plasma Pistol&amp;lt;br /&amp;gt;Plasma Mauler || Alien Pistols&amp;lt;br /&amp;gt;(Council Request&amp;lt;br /&amp;gt;for Soldiers / Scientists)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaHeavy.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Heavy Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || 2 Heavy Weapons || 85&lt;br /&gt;
| &amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Fusion Weapons&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || - || Heavy Plasma Rifle&amp;lt;br /&amp;gt;Plasma Dragon&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;i&amp;gt;&amp;lt;font color=gray&amp;gt;Particle Cannon&amp;lt;br /&amp;gt;(MEC)&amp;lt;/font&amp;gt;&amp;lt;/i&amp;gt; || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaSniper.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Precision Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 85&lt;br /&gt;
| - || Enhanced Plasma || Reflex Rifle&amp;lt;br /&amp;gt;Plasma Sniper Rifle || -&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_PlasmaCannon.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Vehicular Plasma Weapons&#039;&#039;&#039; || Plasma Weapons&amp;lt;br /&amp;gt;Weapons || Advanced Plasma Weapons&lt;br /&gt;
| 70 || 90 || 200 || - || 90&lt;br /&gt;
| - || - || Superheavy Plasma&amp;lt;br /&amp;gt;(SHIV) || Plasma Cannon&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#000000&amp;quot;&amp;gt;[[Image:IC_FusionLance.png|150x75px]]&amp;lt;/div&amp;gt;&#039;&#039;&#039;Fusion Weapons&#039;&#039;&#039; || Weapons || Heavy Plasma Weapons&amp;lt;br /&amp;gt;EMP Weapons&lt;br /&gt;
| 60 || 200 || 300 || - || 120&lt;br /&gt;
| - || - || Blaster Launcher || Fusion Lance&amp;lt;br /&amp;gt;(Aerospace)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Facilities (Long War) Navbar}}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64700</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64700"/>
		<updated>2015-05-26T21:46:36Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* MEC Suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a corporal will become a lance corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;One For All&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like mindfray as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics in a poor position or is mind controlled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||2||2||Poison/Fire ||25||Alien Biocybernetics||150||30||30||30||14|| - || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||60||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||4||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||4||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopods. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
====Jaeger====&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers receive Squadsight at first rank, giving them about 5 tiles more effective range, and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire at extended range, twice per turn with Light &#039;Em Up, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie====&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;Rapid Reaction&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to Lock N&#039; Load, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
====Goliath====&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
====Archer====&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
====Guardian====&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Opportunist&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
====Shogun====&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&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;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64699</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64699"/>
		<updated>2015-05-26T21:46:13Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* MEC Suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a corporal will become a lance corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;One For All&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like mindfray as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics in a poor position or is mind controlled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||1||2||Poison/Fire ||25||Alien Biocybernetics||150||30||30||30||14|| - || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||3||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||60||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||4||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||4||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopods. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
====Jaeger====&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers receive Squadsight at first rank, giving them about 5 tiles more effective range, and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire at extended range, twice per turn with Light &#039;Em Up, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie====&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;Rapid Reaction&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to Lock N&#039; Load, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
====Goliath====&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
====Archer====&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
====Guardian====&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Opportunist&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
====Shogun====&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&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;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64698</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=64698"/>
		<updated>2015-05-26T21:39:57Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* MEC Suits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: Bellator_in_Machina_blue.png|left|192px|]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate defense and have innate [[Damage Reduction (Long War)|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the soldier roster on the base. Only soldiers with a rank of Lance Corporal or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. However, your soldier will lose one rank upon augmentation (a corporal will become a lance corporal MEC).&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customized in ways that can suit any playstyle and offer greater tactical freedom when setting up squads for missions. Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training - this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;&#039;&#039;One For All&#039;&#039;&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic specialist-rank perk (such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed as long as you have enough operators for them. Barring injury or fatigue, it is possible to have a MEC on every mission. Like gear from your other soldiers, MEC gear can break if your MEC takes health damage, and there is a chance to recover the suit and equipment if the MEC trooper dies in combat.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and are affected by panic and [[Psionic (Long War)|psionic]] powers like mindfray as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics in a poor position or is mind controlled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Unlike vanilla, there are seven different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot, two or three utility slots and one to three secondary weapon slots. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamethrower + Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.&lt;br /&gt;
&lt;br /&gt;
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Vindicator suit will gain a much larger health increase compared to a Paladin suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-5 Devastator will need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Devastator. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;18&amp;quot; | &#039;&#039;&#039;MEC Armor&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | {{Health (Long War)}} &#039;&#039;&#039;HP&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Mobility (Long War)}} &#039;&#039;&#039;Mob&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Defense (Long War)}} &#039;&#039;&#039;Def&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | {{Will (Long War)}} &#039;&#039;&#039;Will&#039;&#039;&#039;!!  rowspan=&amp;quot;2&amp;quot; | {{DR (Long War)}} &#039;&#039;&#039;[[Damage Reduction (Long War)|DR]]&#039;&#039;&#039;!! rowspan=&amp;quot;2&amp;quot; | Secondary&amp;lt;br/&amp;gt; Weapon&amp;lt;br/&amp;gt; Slots!! rowspan=&amp;quot;2&amp;quot; | Accessory &amp;lt;br/&amp;gt;Slots!! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost !! rowspan=&amp;quot;2&amp;quot; | Perk&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec1.png|center|128x64px]]&#039;&#039;&#039;[[MEC-1 Paladin (Long War)|MEC-1 Paladin]]&#039;&#039;&#039;||8||3||8||0||1.0||1||2||Poison/Fire ||25||Alien Biocybernetics||150||30||30||30||14|| - || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec4 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-2 Defender (Long War)|MEC-2 Defender]]&#039;&#039;&#039;||12||4||8||0||1.5||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||80||60||60||14 || 1x MEC-1 Paladin || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec2.png|center|128x64px]]&#039;&#039;&#039;[[MEC-3 Valiant (Long War)|MEC-3 Valiant]]&#039;&#039;&#039;||10||6||12||0||1.0||2||2||Poison/Fire ||50||Improved Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||400||60||80||60||14 || 1x MEC-1 Paladin || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec3.png|center|128x64px]]&#039;&#039;&#039;[[MEC-4 Dauntless (Long War)|MEC-4 Dauntless]]&#039;&#039;&#039;||20||5||12||5||2.0||3||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec5 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-5 Devastator (Long War)|MEC-5 Devastator]]&#039;&#039;&#039;||24||2||8||5||2.5||2||3||Poison/Fire ||75||Heavy Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||120||80||90||14 || 1x MEC-2 Defender&amp;lt;br /&amp;gt;1x UFO Power Source || {{Body Shield (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec6 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-6 Vanguard (Long War)|MEC-6 Vanguard]]&#039;&#039;&#039;||12||10||20||5||1.0||2||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|[[File:Inv_Mec7 (Long War).png|center|128x64px]]&#039;&#039;&#039;[[MEC-7 Vindicator (Long War)|MEC-7 Vindicator]]&#039;&#039;&#039;||16||8||16||5||1.5||3||3||Poison/Fire ||75||Mobile Combat Exoskeletons&amp;lt;br /&amp;gt;MEC Warfare Systems||600||80||120||90||14 || 1x MEC-3 Valiant&amp;lt;br /&amp;gt;1x UFO Power Source || {{Jetboot Module (Long War)}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopods. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
====Jaeger====&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. &lt;br /&gt;
Jaegers receive Squadsight at first rank, giving them about 5 tiles more effective range, and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire at extended range, twice per turn with Light &#039;Em Up, destroying even hard-to-hit opponents. They pay for this offensive power by being the most fragile of the MEC classes.&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.&lt;br /&gt;
&lt;br /&gt;
====Valkyrie====&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. &lt;br /&gt;
The Valkyrie focuses on making maximum use of the MEC&#039;s main/primary weapon. While not quite as accurate as Jaegers, Valkyries can put out a storm of fire with their main weapon, able to fire potentially four shots per turn with &#039;&#039;Rapid Reaction&#039;&#039; and &#039;&#039;Light &#039;Em Up&#039;&#039;. Valkyries also have access to Lock N&#039; Load, allowing them to keep up with their ammo consumption.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;. They are second only to the Pathfinder in terms of mobility, if the correct skills are taken. Marauders are extremely useful for securing time-sensitive, sparsely-covered objectives with their mix of firepower, mobility, and durability compared to regular soldiers.&lt;br /&gt;
&lt;br /&gt;
====Goliath====&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. &lt;br /&gt;
Whilst Goliaths are by far the slowest (no perks grant Mobility increases, and their first perk actually reduces Mobility by 1) they also have the most Defense-related perks, and thus excel in the Tanking role mentioned above. Goliaths can also utilize &#039;&#039;HEAT Ammo&#039;&#039;, increasing their main-gun firepower against mechanical enemies.&lt;br /&gt;
&lt;br /&gt;
====Archer====&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. &lt;br /&gt;
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren&#039;t as effective at destroying cover as the Shogun, they have greater range with their launchers and inflict roughly the same amount of damage. With &#039;&#039;Packmaster&#039;&#039;, an Archer can bring a lot of powerful munitions to the fight.&lt;br /&gt;
&lt;br /&gt;
====Guardian====&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. &lt;br /&gt;
The highly-mobile Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission, whilst having &#039;&#039;Opportunist&#039;&#039; as a basic ability, as well as several Overwatch-enhancing perks also allows for fairly extensive use of reactionary fire to keep enemies pinned.&lt;br /&gt;
&lt;br /&gt;
====Shogun====&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; and &#039;&#039;Collateral Damage&#039;&#039; skills to destroy enemy cover. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has been changed and furthermore integrated into the Damage Reduction system. Absorption fields now work according to the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields &amp;quot;absorb&amp;quot; up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&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;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64514</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64514"/>
		<updated>2015-05-17T14:03:46Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Harvester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (6000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (9000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64513</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64513"/>
		<updated>2015-05-17T14:02:55Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (9000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64512</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64512"/>
		<updated>2015-05-17T14:02:36Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (9000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64511</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64511"/>
		<updated>2015-05-17T14:02:15Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Battleship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (9000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64510</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64510"/>
		<updated>2015-05-17T14:01:51Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Assault Carrier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (8000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64509</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64509"/>
		<updated>2015-05-17T14:01:22Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (6000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64508</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64508"/>
		<updated>2015-05-17T14:00:14Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Harvester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64507</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64507"/>
		<updated>2015-05-17T13:59:53Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Abductor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (4000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64506</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64506"/>
		<updated>2015-05-17T13:57:13Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 540 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64505</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64505"/>
		<updated>2015-05-17T13:47:23Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64504</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64504"/>
		<updated>2015-05-17T13:46:39Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64503</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64503"/>
		<updated>2015-05-17T13:44:52Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Moderate (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64502</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64502"/>
		<updated>2015-05-17T13:40:49Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Harvester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64501</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64501"/>
		<updated>2015-05-17T13:40:36Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Abductor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64500</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64500"/>
		<updated>2015-05-17T13:40:12Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Destroyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(High (32) - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=64499</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=64499"/>
		<updated>2015-05-17T12:22:47Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Permanent Upgrades (Foundry Projects) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons (B15d2)=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=64498</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=64498"/>
		<updated>2015-05-17T12:21:47Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Interceptor Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons (B15d2)=== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 35&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage and armor penetration.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §250&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=64497</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=64497"/>
		<updated>2015-05-17T12:20:39Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Interceptor Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects)===&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; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 35&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage and armor penetration.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 20&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 50&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §250&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 55&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §500&lt;br /&gt;
| 120&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64496</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64496"/>
		<updated>2015-05-17T12:14:24Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Assault Carrier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64495</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64495"/>
		<updated>2015-05-17T12:14:11Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Abductor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64494</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64494"/>
		<updated>2015-05-17T12:14:01Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Harvester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64493</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64493"/>
		<updated>2015-05-17T12:12:19Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Overseer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64492</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64492"/>
		<updated>2015-05-17T12:10:30Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Battleship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64491</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64491"/>
		<updated>2015-05-17T12:10:07Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Assault Carrier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64490</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64490"/>
		<updated>2015-05-17T12:09:45Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Terror Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64489</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64489"/>
		<updated>2015-05-17T12:09:18Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Transport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
&lt;br /&gt;
A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
&lt;br /&gt;
Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&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>Vullcan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64488</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=64488"/>
		<updated>2015-05-17T12:08:39Z</updated>

		<summary type="html">&lt;p&gt;Vullcan: /* Harvester */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, and knowing what works well against what UFO can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades their interceptors, the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
It is also important to note that a new &#039;UFO Analysis&#039; Research will become available after raiding a crashed or landed UFO, matching the type of the UFO. Once this Analysis project is completed, your fighters will have better chances of quickly taking down UFOs of the same type in future. This is essential if you intend to engage the tougher craft more than once!&lt;br /&gt;
&lt;br /&gt;
= UFO Bounties =&lt;br /&gt;
&lt;br /&gt;
UFOs that sustain excessive damage may be completely destroyed by an attack. In this case, the council pays a bounty, depending upon the UFO type. Additionally, a small amount of Alloys is recovered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;UFO Bounties&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type || rowspan=&amp;quot;2&amp;quot; | Cash bounty || colspan=&amp;quot;2&amp;quot; | Maximum alloys || colspan=&amp;quot;2&amp;quot; | Average alloys&lt;br /&gt;
|-&lt;br /&gt;
| With Alien Metallurgy || Without Alien Metallurgy || With Alien Metallurgy || Without Alien Metallurgy&lt;br /&gt;
|-&lt;br /&gt;
| Scout or fighter      || 100 || 7 || 5 || 4.5 || 3.5&lt;br /&gt;
|- &lt;br /&gt;
| Destroyer or raider    || 200 || 11 || 7 || 6.5 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| Abductor or harverster   || 300 || 14 || 9 || 8 || 5.5&lt;br /&gt;
|-&lt;br /&gt;
| Transport or terror ship || 500 || 17 || 11 || 9.5 || 6.5&lt;br /&gt;
|-&lt;br /&gt;
| Battleship or assault carrier || 750 || 21 || 13 || 11.5 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| Overseer || 500 || 12 || 8 || 7 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual amount of alloys recovered will randomly fall in between 2 and the maximum value, with equal probability for every result.&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. =&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Low (1x Single Plasma)&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (750)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None (0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. They are, at least, easily (for as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; work well against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 330 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low (850) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 1x UFO Power Source, 2x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs appear during the first month and the can be recognised by a purple strobe emanating from their blip. Unlike the Scout, the Fighter can pose a serious threat to Interceptors. As they are armoured, it is highly advised to use &#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
&lt;br /&gt;
Fighters never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
== Raider ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Single Plasma) / (2x Single Plasma - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles&#039;&#039;&#039; work well against this UFO. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Single Plasma) / (1x Double Plasma - &#039;&#039;upgrade - 270 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +15/(+20 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate (1600) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate (18)/(32 - &#039;&#039;upgrade - 570 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will annihilate unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, and while it&#039;s not impossible it is usually not worth the risk early on. As the Destroyer is well-armoured, Stingray Missiles will be more effective than Avalanche Missiles - though higher tier weapons such as the Phoenix Coilgun or Laser Cannon should be used if available. Interceptor Upgrade Projects are essential to ensuring swift and effective takedowns - otherwise a full contingent of unupgraded Interceptors may be required, and doing so will most likely mean that there are no interceptors left to defend the continent&#039;s airspace for several weeks.&lt;br /&gt;
&lt;br /&gt;
Destroyers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
== Overseer ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (40)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers&lt;br /&gt;
&lt;br /&gt;
Functions nearly the same as in Vanilla, and still roughly tied with the Battleship as the hardest to take down. At minimum, an experienced Firestorm with EMP cannons and all three modules used, may have a chance of taking it down in lower diffculties. In harder diffculties, 2-3 Firestorms will be needed, along with a score of modules each.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is that additional Overseers can appear, as opposed to it being a one-time plot event. Given the risk/challenge of shooting this craft down, compared to the material rewards, one may wish to ignore these additional Overseers.&lt;br /&gt;
&lt;br /&gt;
Overseers never land. They must be shot down for alien materials to be salvaged.&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
== Abductor ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single Plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (3000) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate/Heavy (30)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop up randomly and fly towards a country, though you won&#039;t be able to take these on during the early stages of the war. You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance. It is somewhat possible to take them down with 1 Interceptor, with generous Module use, luck, and about 20 seconds of sustained Phoenix Coilgun fire.&lt;br /&gt;
&lt;br /&gt;
However, they can be avoided, as they will not go after satellites or go on bombing runs over cities. Abductors are almost exclusively used for either abduction or research missions, so they will almost always either land or spawn an abduction mission, either way allowing you to thwart its mission with a ground assault.&lt;br /&gt;
&lt;br /&gt;
It is significantly harder to shoot down an Abductor than it is to let it land and then handle the abduction mission (in countries with lower levels of panic, at least). Also keep in mind that you have a very narrow window to take one down, as they head straight for their Abduction target, so it is unlikely you&#039;ll have time to send two craft: this UFO is what you want the boosters to extend engagement time for, even at the risk of greater damage to one craft. The reward for shooting down and successfully assaulting one of these crafts are plenty, but the difference between the credits received from salvage versus the Council reward for the abduction mission can be minimal, so only shoot it down if you really want the alloys and elerium, or can easily afford the damage to your interceptors.&lt;br /&gt;
&lt;br /&gt;
== Harvester ==&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Moderate (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High (2500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate (20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 2x UFO Power Sources, 4x UFO Flight Computers, 6x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly, and you&#039;ll want experienced pilots in well-equipped interceptors to have a good chance of taking them down. These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, as well as disrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
If you can reliably clear out landed ones, but not fast enough to get to the Meld canisters on this lengthy UFO: don&#039;t worry. As that if you are doing &#039;&#039;this&#039;&#039; well; the canisters will only have 3 Meld each at this point. The elerium and alloy supplies will probably be more useful to you.&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (2800)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (32)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
This UFO is functionally identical to the Supply Barge, but it has even heavier armor and packs some pretty formidable weaponry. You&#039;re liable to have one land long before you can shoot one down; in fact you may see landed Transports even in the first month. Assaulting Transports early game is very risky, but can give your campaign a flying start, both in captured artifacts and denying the aliens resources for their missions.&lt;br /&gt;
&lt;br /&gt;
== Terror Ship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; High (1x Double Plasma) / (1x Double Plasma, 1x Single plasma - &#039;&#039;upgrade - 390 Alien Research&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High (3200) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy (25)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 4x UFO Flight Computers, 10x Alien Food, 8x Alien Stasis Tanks, 2x Alien Surgeries&lt;br /&gt;
&lt;br /&gt;
Structurally the same as a Supply Barge, you may encounter these in high-panic continents, but won&#039;t be able to take them on until late game. If you wish to try your luck, let UFOs on Harvest missions go unimpeded, and eventually they&#039;ll be sent out. As they are the precursors to Terror Missions expect large numbers of high-level enemies even if you bring it down.&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very high (1x Fusion Lance)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +25 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high (5000)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (36)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with weaponry. They sometimes spawn as transports for terror missions, DON&#039;T engage them early game, since they will one-shot interceptors without upgrades.&lt;br /&gt;
&lt;br /&gt;
They can be taken down with several Firestorms with Plasma or EMP Cannons with max foundry upgrades and consumables. Once you&#039;ve downed one, you can use the fusion cores to build Fusion Lances to make it easier to take down more, but realistically you can win the game more easily than you can build an air force that can routinely take down battleships.&lt;br /&gt;
&lt;br /&gt;
== Assault Carrier ==&lt;br /&gt;
&#039;&#039;&#039;Firepower:&#039;&#039;&#039; Very High (1x Double Plasma, 1x Single Plasma) / (2x Double Plasma - &#039;&#039;upgrade&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; +18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very High (4500)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (28)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;: 4x UFO Power Sources, 6x UFO Flight Computers, 2x Fusion Cores&lt;br /&gt;
&lt;br /&gt;
A variant of the Battleship. It has slightly less firepower and durability in exchange for more aliens on the craft itself. Engage it as you would a battleship, but it will go down &#039;&#039;slightly&#039;&#039; easier. Now try assaulting it and bringing in the goods. Godspeed, soldier.&lt;br /&gt;
&lt;br /&gt;
= UFO Upgrades =&lt;br /&gt;
All UFOs gain an additional 75 HP, 8 damage and 2 aim (capped at 95% of accuracy) for every 30 points of alien research. Some UFOs will also gain upgraded weapons over time.&lt;br /&gt;
&lt;br /&gt;
Note that most of UFO upgrades have no cap, unlike other forms of research. If you let the war drag on long enough, you&#039;ll have a hard time maintaining your air force against near-perfect alien accuracy.&lt;br /&gt;
&lt;br /&gt;
= UFO Weapons =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;UFO Weapons&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Single Plasma || align=&amp;quot;center&amp;quot; | 18/33/48%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.15 || align=&amp;quot;center&amp;quot; | 450 || align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Double Plasma || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 800 || align=&amp;quot;center&amp;quot; | 20 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | 30/45/60%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | 1.25 || align=&amp;quot;center&amp;quot; | 1300 || align=&amp;quot;center&amp;quot; | 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= UFO Armor vs Damage Penetration =&lt;br /&gt;
&lt;br /&gt;
Raw formula:&lt;br /&gt;
 Penetration = Ship Armor Penetration + Weapon Armor Penetration&lt;br /&gt;
 Mitigation = Clamp(5% * (Armor - Penetration), 0%, 95%)&lt;br /&gt;
 Damage = Damage * (100% - Mitigation)&lt;br /&gt;
&lt;br /&gt;
The above formula for armor damage reduction can be summed up as 5% * (Armor - Penetration) with a low cap of 0 and a high cap of 95%. The formula allows for ships AND weapons to have armor penetration that stacks. Thus the same weapons will cause different amounts of damage when mounted on different UFOs.&lt;br /&gt;
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A comparison of high end weapons against a Battleship gives an idea of various weapons effectiveness against heavily armored targets... note that alien research increases UFO health steadily over the course of the game so these &amp;quot;minimum&amp;quot; number of hits would only be true during the first month of the game.&lt;br /&gt;
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&#039;&#039;&#039;Battleship:&#039;&#039;&#039;    5000 base health (+75 per 30 alien research), 36 armor&lt;br /&gt;
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&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 650 dmg, 22 pen, RoF 1.00/s, Balanced Accuracy 40%&lt;br /&gt;
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Damage reduction per hit  .05(36 - 22) = .7 or 70%... actual damage per hit becomes 195, or a minimum of 26 hits per battleship. Requiring an average of 65.0 seconds of firing to score 26 hits at 40% accuracy, RoF 1/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 26 seconds with 100% accuracy (95% accuracy is the maximum for Plasma Cannons).&lt;br /&gt;
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&#039;&#039;&#039;EMP Cannon:&#039;&#039;&#039; 310 dmg, 30 pen, RoF 0.55/s, Balanced Accuracy 30%&lt;br /&gt;
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Damage reduction per hit  .05(36 - 30) = .3 or 30%... actual damage per hit becomes 217, or a minimum of 24 hits per battleship. Requiring an estimated of 44.0 seconds of firing to score 24 hits at 30% accuracy, RoF .55/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 13.2 seconds with 100% accuracy (85% accuracy is the maximum for EMP Cannons).&lt;br /&gt;
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&#039;&#039;&#039;Fusion Lance:&#039;&#039;&#039; 1200 dmg, 26 pen, RoF 1.25/s, Balanced Accuracy 30%&lt;br /&gt;
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Damage reduction per hit  .05(36 - 26) = .5 or 50%... actual damage per hit becomes 600, or a minimum of 07 hits per battleship. Requiring an estimated of 29.2 seconds of firing to score 7 hits at 30% accuracy, RoF 1.25/s. As accuracy increases time-to-kill on the UFO reduces towards a minimum of 8.75 seconds with 100% accuracy (85% accuracy is the maximum for Fusion Lances).&lt;br /&gt;
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=See Also=&lt;br /&gt;
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{{Aliens (Long War) Navbar}}&lt;br /&gt;
[[Category: Aliens (Long War)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Vullcan</name></author>
	</entry>
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