https://www.ufopaedia.org/api.php?action=feedcontributions&user=Zerikin&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T22:10:13ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71272Research (XCOM2)2016-02-17T19:43:38Z<p>Zerikin: /* Alien Materials */</p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygen... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up.<br />
<br />
Lastly, the black market will often have one or two items for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygen himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac.<br />
<br />
Also, be sure to Skullmine and Hack for Blacksite Facility leads, and gather any ADVENT/alien datapad drops: Tygen can research the leads for the Facilities (for a moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
| Modular Weapons<br />
|<br />
-<br />
|<br />
-<br />
|<br />
Weapon Mods<br />
|<br />
-<br />
|<br />
Magnetized Weapons <br />
|-<br />
|<br />
Magnetized Weapons<br />
|<br />
Modular Weapons<br />
|<br />
-<br />
|<br />
Mag Pistol<br><br />
Mag Rifle<br><br />
Shard Gun<br />
|<br />
-<br />
|<br />
Gauss Weapons<br />
|-<br />
|<br />
Gauss Weapons<br />
|<br />
Magnetized Weapons<br />
<br />
|<br />
-<br />
|<br />
Mag Cannon<br><br />
Gauss Rifle<br />
|<br />
-<br />
|<br />
Elerium<br />
|-<br />
|<br />
Plasma Rifle<br />
|<br />
Elerium<br />
|<br />
10/10/10/15 Alien Alloys<br><br />
10/10/10/15 Elerium<br />
|<br />
Plasma Rifle<br><br />
Beam Pistol<br />
|<br />
-<br />
|<br />
Beam Cannon<br><br />
Plasma Lance<br><br />
Storm Gun<br />
|-<br />
|<br />
Beam Cannon<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Beam Cannon<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Plasma Lance<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Plasma Lance<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Storm Gun<br />
<br />
|<br />
Plasma Rifle<br />
<br />
|<br />
10/10/10/20 Alien Alloys<br />
<br />
|<br />
Storm Gun<br />
<br />
|<br />
-<br />
<br />
|<br />
-<br />
|}<br />
<br />
===Alien Materials===<br />
<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
|<br />
Hybrid Materials<br />
|<br />
-<br />
|<br />
2/2/2/4 ADVENT Trooper Corpse<br />
|<br />
Nanoscale Vest<br />
|<br />
|<br />
Plated Armor<br />
|-<br />
|<br />
Plated Armor<br />
|<br />
Hybrid Materials<br />
|<br />
10/10/10/15 Alien Alloys<br />
|<br />
Preator Armor<br><br />
Spider Suit<br><br />
E.X.O Suit<br><br />
Heavy Weapons<br />
|<br />
|<br />
Elerium<br />
|-<br />
|<br />
Elerium<br />
|<br />
Gauss Weapons<br><br />
Plated Armor<br />
|<br />
20/20/20/40 Elerium<br />
|<br />
|<br />
|<br />
Powered Armor<br><br />
Plasma Rifle<br />
|<br />
|-<br />
|<br />
Powered Armor<br />
|<br />
Elerium<br />
|<br />
|<br />
Warden Armor<br><br />
Wraith Suit<br><br />
W.A.R Suit<br><br />
Powered Weapons<br />
|<br />
|<br />
-<br />
|}</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71271Research (XCOM2)2016-02-17T19:19:25Z<p>Zerikin: /* Alien Weaponry */</p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygen... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up.<br />
<br />
Lastly, the black market will often have one or two items for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygen himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac.<br />
<br />
Also, be sure to Skullmine and Hack for Blacksite Facility leads, and gather any ADVENT/alien datapad drops: Tygen can research the leads for the Facilities (for a moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
{| class="wikitable"<br />
! rowspan="2" | Project !! rowspan="2" | Prerequisites !! rowspan="2" | Cost !! colspan="3" | Unlocks<br />
|-align=center<br />
| <b>Items</b> || <b>Facilities</b> || <b>Research</b><br />
|-<br />
| Modular Weapons<br />
|<br />
-<br />
|<br />
-<br />
|<br />
Weapon Mods<br />
|<br />
-<br />
|<br />
Magnetized Weapons <br />
|-<br />
|<br />
Magnetized Weapons<br />
|<br />
Modular Weapons<br />
|<br />
-<br />
|<br />
Mag Pistol<br><br />
Mag Rifle<br><br />
Shard Gun<br />
|<br />
-<br />
|<br />
Gauss Weapons<br />
|-<br />
|<br />
Gauss Weapons<br />
|<br />
Magnetized Weapons<br />
<br />
|<br />
-<br />
|<br />
Mag Cannon<br><br />
Gauss Rifle<br />
|<br />
-<br />
|<br />
Elerium<br />
|-<br />
|<br />
Plasma Rifle<br />
|<br />
Elerium<br />
|<br />
10/10/10/15 Alien Alloys<br><br />
10/10/10/15 Elerium<br />
|<br />
Plasma Rifle<br><br />
Beam Pistol<br />
|<br />
-<br />
|<br />
Beam Cannon<br><br />
Plasma Lance<br><br />
Storm Gun<br />
|-<br />
|<br />
Beam Cannon<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Beam Cannon<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Plasma Lance<br />
|<br />
Plasma Rifle<br />
|<br />
5/5/5/10 Alien Alloys<br><br />
5/5/5/10 Elerium<br />
|<br />
Plasma Lance<br />
|<br />
-<br />
|<br />
-<br />
|-<br />
|<br />
Storm Gun<br />
<br />
|<br />
Plasma Rifle<br />
<br />
|<br />
10/10/10/20 Alien Alloys<br />
<br />
|<br />
Storm Gun<br />
<br />
|<br />
-<br />
<br />
|<br />
-<br />
|}<br />
<br />
===Alien Materials===</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Research_(XCOM2)&diff=71269Research (XCOM2)2016-02-17T16:38:52Z<p>Zerikin: </p>
<hr />
<div>==Overview==<br />
<br />
Your research team will primarily be Dr Richard Tygen... ''just'' him. You'll need to recruit scientists when you can, either through mission rewards/rescues, home base hiring, or on rare occasion on the Black Market. Naturally, more scientists will reduce your research time. You can also build a laboratory or two to further speed things up.<br />
<br />
Lastly, the black market will often have one or two items for sale in exchange for Intel: packs of detailed notes and schematics acquired from refugees and loose talkers that will reduce research time on some of the projects you have listed in your research backlog. The Black Market will update these available research credits monthly, at the same time as when you get the latest Spokesman's assessment and Supply Drop notification. The prices will drop if you've already made progress on that research project<br />
<br />
Tygen himself is a former ADVENT researcher, who was basically shanghai-ed by ADVENT to run some of the earliest 'Gene Therapy' labs: this position let him see behind the scenes at the true nature of ADVENT's (and the Aliens) goals. Horrified, he eventually managed to contact Bradford and the remnants of XCOM in the Resistance. Occasionally, you may see him from behind, where you can see some massive scarring on the back of his neck: he managed to operate upon himself and tear out the implanted chip that ADVENT had put into his skull, showing his determination in opposing the alien forces.<br />
<br />
Keep in mind that when you encounter new types of aliens/ADVENT in missions: you will only gather the corpses, and thus be able to do research on them, when the mission did ''not'' end with an Evac.<br />
<br />
Also, be sure to Skullmine and Hack for Blacksite Facility leads, and gather any ADVENT/alien datapad drops: Tygen can research the leads for the Facilities (for a moderate Intel cost), which you'll then can assault without needing to first contact the local Resistance cell, and the datapads themselves for significant Intel rewards. If there are currently no active Facilities, the leads will go into storage; once a new Blacksite is put up by ADVENT (and is not 'discovered' right away anyways by being in a pre-contacted sector), they can be researched for the new sites.<br />
<br />
==Research Projects==<br />
<br />
===Alien Weaponry===<br />
<br />
===Alien Materials===</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Weapons_(Long_War)&diff=64567Weapons (Long War)2015-05-19T14:49:42Z<p>Zerikin: Add note to GLR about hardened penetration</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Long War makes several changes to weapons:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.<br />
<br />
* There are several additional types of primary and secondary weapon available in each tier.<br />
<br />
* Many weapons can be Steadied as an action to improve aim for the next turn.<br />
<br />
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.<br />
<br />
* Rocket launchers use a revamped accuracy system using the soldier's aim.<br />
<br />
<br />
<br />
==Weapon Tiers==<br />
===Conventional/Ballistic===<br />
These are the basic weapons you start with - and whilst they're okay to begin with, they're not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.<br />
<br />
===Beam Lasers===<br />
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.<br />
<br />
===Gauss===<br />
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light 'em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the ''Quenchguns'' foundry project.<br />
<br />
===Pulse Lasers===<br />
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.<br />
<br />
===Plasma===<br />
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.<br />
<br />
== Weapon types==<br />
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapon''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.<br />
<br />
=== '''Pistols''' === <br />
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Pistols<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Pistol Long War.png|center|128x64px]]'''Pistol''' || 1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Pistol Long War.png|center|128x64px]] '''Laser Pistol''' || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -<br />
|-align=center<br />
|[[Image:Plasma Pistol Long War.png|center|128x64px]] '''Plasma Pistol''' || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 120 || 15 || 30 || 2 || 12 || 1x Alien Pistol <br />
|-<br />
|}<br />
<br />
==='''Machine Pistols'''=== <br />
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Machine Pistols<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Machine pistol Long War.png|center|128x64px]]'''Machine Pistol''' || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Heater Long War.png|center|128x64px]]'''Heater''' || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons || 25 || 5 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]'''Gauss Autopistol''' || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger<br />Nullifies 0.34 enemy DR || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 3 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Blaster Long War.png|center|128x64px]]'''Blaster''' || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 18 || 16 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Plasma Mauler Long War.png|center|128x64px]]'''Plasma Mauler''' || 4-8 (6) || 0% || 8-11 || -8 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol<br />
|-<br />
|}<br />
<br />
==='''SMGs'''=== <br />
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | SMGs<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:SMG Long War.png|center|128x64px]]'''Submachine Gun''' || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Shatterray Long War.png|center|128x64px]]'''Laser Shatterray''' || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]'''Gauss Stuttergun''' || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 65 || 12 || 4 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Pulse Stengun Long War.png|center|128x64px]]'''Pulse Stengun''' || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 20 || 20 || 0 ||12 || -<br />
|-align=center<br />
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]'''Plasma Stormgun''' || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine<br />
|-<br />
|}<br />
<br />
==='''Carbines'''===<br />
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Carbines<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Assault Carbine Long War.png|center|128x64px]]'''Assault Carbine''' || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Carbine Long War.png|center|128x64px]]'''Laser Carbine''' || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Carbine Long War.png|center|128x64px]]'''Gauss Carbine''' || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 80 || 16 || 5 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Pulse Carbine Long War.png|center|128x64px]]'''Pulse Carbine''' || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 20 || 30 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Plasma Carbine Long War.png|center|128x64px]]'''Plasma Carbine''' || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine<br />
|-<br />
|}<br />
<br />
==='''Assault Rifles'''===<br />
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.<br><br />
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.<br />
<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Assault Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Assault Rifle Long War.png|center|128x64px]]'''Assault Rifle''' || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Rifle Long War.png|center|128x64px]]'''Laser Rifle''' || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Rifle Long War.png|center|128x64px]]'''Gauss Rifle''' || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 38 || Gauss Weapons || 90 || 24 || 6 || 0 || 14 || -<br />
|-align=center<br />
|[[Image:Pulse Rifle Long War.png|center|128x64px]]'''Pulse Rifle''' || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 30 || 30 || 0 || 14 || -<br />
|-align=center<br />
|[[Image:Plasma Rifle Long War.png|center|128x64px]]'''Plasma Rifle''' || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle<br />
|-align=center<br />
|[[Image: Arc Rifle Long War.png|center|128x64px]]'''Arc Rifle''' || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 30 || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology <br/> New Combat Systems || 60 || 5 || 5 || 0 || 10 || -<br />
|-<br />
|}<br />
<br />
==='''Heavy Rifles'''===<br />
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, as well as a -10 aim penalty after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
! colspan="19" | Heavy Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Battle Rifle Long War.png|center|128x64px]]'''Battle Rifle''' || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]'''Heavy Laser Rifle''' || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]'''Heavy Gauss Rifle''' || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 8 || 0 || 14 || -<br />
|-align=center<br />
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]'''Heavy Pulse Rifle''' || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 30 || 35 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]'''Heavy Plasma Rifle''' || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''Shotguns'''===<br />
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.<br><br />
<br />
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility. It has only one shot, and this cannot be increased by ammo capacity upgrades.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Shotguns<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Shotgun Long War.png|center|128x64px]]'''Shotgun''' || 4-8 (6) || 16% || 8-11 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]'''Sawed-Off Shotgun''' || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. <br> Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -<br />
|-align=center<br />
|[[Image: Scatter Laser Long War.png|center|128x64px]]'''Scatter Laser''' || 5-9 (7) || 16% || 9-12 || +6 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br />
| Infantry, Assault, Scout, Medic, Engineer || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Alloy Cannon Long War.png|center|128x64px]]'''Alloy Cannon''' || 6-10 (8) || 16% || 10-14 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br>Nullifies 0.34 enemy DR<br />
| Infantry, Assault, Scout, Medic, Engineer || 40 || Advanced Gauss Weapons || 130 || 36 || 15 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Scatter Blaster Long War.png|center|128x64px]]'''Scatter Blaster''' || 7-11 (9) || 24% || 11-16 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br />
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 30 || 40 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Reflex Cannon Long War.png|center|128x64px]]'''Reflex Cannon''' || 7-13 (10) || 16% || 13-18 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br />
| Infantry, Assault, Scout, Medic, Engineer || 102 || Advanced Plasma Weapons || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle<br />
|-<br />
|}<br />
<br />
==='''Sniper Rifles'''===<br />
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Sniper Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Sniper Rifle Long War.png|center|128x64px]]'''Sniper Rifle''' || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 0 ||None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]'''Laser Sniper Rifle''' || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]'''Gauss Long Rifle''' || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>Grants HEAT Ammo perk.<br>Halves the hardened crit penalty<br>Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 15 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]'''Pulse Sniper Rifle''' || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 40 || 40 || 0|| 14 || -<br />
|-align=center<br />
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]'''Plasma Sniper Rifle''' || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''Marksman Rifles'''===<br />
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.<br><br />
Marksman Rifles are better suited to close-quarters maps where mobility is essential.<br><br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Marksman Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Marksman Rifle Long War.png|center|128x64px]]'''Marksman Rifle''' || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]'''Laser Strike Rifle''' || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]'''Alloy Strike Rifle''' || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 10 || 0 || 14 <br />
|-align=center<br />
|[[Image: Blaster Rifle Long War.png|center|128x64px]]'''Blaster Rifle''' || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 40 || 40 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Reflex Rifle Long War.png|center|128x64px]]'''Reflex Rifle''' || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle<br />
|-<br />
|}<br />
<br />
==='''SAWs'''===<br />
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement <br />
{| class="wikitable" width="100%" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Squad Automatic Weapons<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: SAW Long War.png|center|128x64px]]'''SAW''' || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Autolaser Long War.png|center|128x64px]]'''Autolaser''' || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]'''Gauss Autorifle''' || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]'''Pulse Autoblaster''' || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 40 || 40 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Plasma Novagun Long War.png|center|128x64px]]'''Plasma Novagun''' || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle<br />
|-<br />
|}<br />
<br />
==='''LMGs'''===<br />
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.<br><br />
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Light Machine Guns<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: LMG Long War.png|center|128x64px]]'''LMG''' || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Gatling Laser Long War.png|center|128x64px]]'''Gatling Laser''' || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]'''Gauss Machine Gun''' || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 10 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gatling Pulser Long War.png|center|128x64px]]'''Gatling Pulser''' || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 60 || 45 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Plasma Dragon Long War.png|center|128x64px]]'''Plasma Dragon''' || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''Rocket Launchers'''===<br />
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!<br><br />
<br />
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below. <br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Rocket Launchers<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Rocket Launcher Long War.png|center|128x64px]]'''Rocket Launcher''' || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]'''Recoilless Rifle''' || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission<br />Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 10 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Blaster Launcher Long War.png|center|128x64px]]'''Blaster Launcher''' || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core<br />
|-<br />
|}<br />
<br />
==='''MEC Primary Weapons'''===<br />
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | MEC Primary Weapons<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Minigun Long War.png|center|128x64px]]'''Minigun''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Laser Lance Long War.png|center|128x64px]]'''Laser Lance''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers<br />MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -<br />
|-align=center<br />
|[[Image: Railgun Long War.png|center|128x64px]]'''Railgun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons<br />MEC Warfare Systems || 120 || 50 || 10 || 20 || 14 || -<br />
|-align=center<br />
|[[Image: Pulse Lance Long War.png|center|128x64px]]'''Pulse Lance''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers<br />MEC Warfare Systems || 240 || 50 || 48 || 30 || 14 || -<br />
|-align=center<br />
|[[Image: Particle Cannon Long War.png|center|128x64px]]'''Particle Cannon''' || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons<br />MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''MEC Secondary Weapons'''===<br />
<br />
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.<br />
<br />
<br />
{| class="wikitable" width="90%"<br />
!colspan="19" | MEC Secondary Weapons<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Flamethrower Long War.png|center|128x64px]]'''Flamethrower''' || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:<br />Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -<br />
|-align=center<br />
|[[Image: Restorative Mist Long War.png|center|128x64px]]'''Restorative Mist''' || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy<br />MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -<br />
|-align=center<br />
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]'''Kinetic Strike Module''' || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy<br />MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -<br />
|-align=center<br />
|[[Image: Grenade Launcher Long War.png|center|128x64px]]'''Grenade Launcher''' || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons<br />MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -<br />
|-align=center<br />
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]'''Proximity Mine Launcher''' || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons<br />MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -<br />
|-align=center<br />
|[[Image: Electro Pulse Long War.png|center|128x64px]]'''Electropulse''' || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons<br />MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower<br />
|}<br />
<br />
==='''SHIV Turrets'''===<br />
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | SHIV Turrets <br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Autocannon Long War.png|center|128x64px]]'''Autocannon''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Superheavy Laser Long War.png|center|128x64px]]'''Superheavy Laser''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Sentry Gun Long War.png|center|128x64px]]'''Sentry Gun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 10 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]'''Superheavy Pulser''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 50 || 50 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]'''Superheavy Plasma''' || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
== Steadying ==<br />
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as '''Light 'Em Up''' and '''Double Tap''' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.<br />
<br />
== Explosives ==<br />
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.<br />
<br />
== Rockets ==<br />
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets can not change height through scatter.<br />
<br />
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.<br />
<br />
Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately. <br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Weapons_(Long_War)&diff=64566Weapons (Long War)2015-05-19T14:37:52Z<p>Zerikin: Removed note about arc rifle not having snapshot as it is no longer relevant.</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
[[File: Soldiers_Weapons_Long_War.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Long War makes several changes to weapons:<br />
<br />
* There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.<br />
<br />
* There are several additional types of primary and secondary weapon available in each tier.<br />
<br />
* Many weapons can be Steadied as an action to improve aim for the next turn.<br />
<br />
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.<br />
<br />
* Rocket launchers use a revamped accuracy system using the soldier's aim.<br />
<br />
<br />
<br />
==Weapon Tiers==<br />
===Conventional/Ballistic===<br />
These are the basic weapons you start with - and whilst they're okay to begin with, they're not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.<br />
<br />
===Beam Lasers===<br />
Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.<br />
<br />
===Gauss===<br />
Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light 'em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models. <br />
<br />
Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the ''Quenchguns'' foundry project.<br />
<br />
===Pulse Lasers===<br />
Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.<br />
<br />
===Plasma===<br />
Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.<br />
<br />
== Weapon types==<br />
Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: '''SHIV/MEC Primary Weapons''' > '''Light Machine Guns''' and '''Shotguns''' > '''Heavy Rifles''', '''Marksman/Sniper rifles''' and '''Squad Automatic Weapon''' > '''Assault Rifles''' > '''Carbines''' and '''Submachine Guns'''. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.<br />
<br />
=== '''Pistols''' === <br />
The default sidearm, very similar to vanilla pistols, except that they do not have unlimited ammo. Pistols have shorter effective range than assault rifles unless the soldier possesses the Gunslinger perk.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Pistols<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Pistol Long War.png|center|128x64px]]'''Pistol''' || 1-3 (2) || 0% || 3-4 || 0 || 0 || 2+1 || 30 || {{No Icon}} ||Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0 ||None ||colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Pistol Long War.png|center|128x64px]] '''Laser Pistol''' || 2-4 (3) || 0% || 4-5 || +6 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer|| 15|| Beam weapons || 30 || 4 || 0 || 0 || 10 || -<br />
|-align=center<br />
|[[Image:Plasma Pistol Long War.png|center|128x64px]] '''Plasma Pistol''' || 3-5 (4) || 0% || 5-7 || 0 || 0 || 2+1 || 30 || {{No Icon}}|| Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90|| Compact Plasma Weapons || 120 || 15 || 30 || 2 || 12 || 1x Alien Pistol <br />
|-<br />
|}<br />
<br />
==='''Machine Pistols'''=== <br />
A more damaging sidearm, but at the cost of added weight and decreased aim when drawn. Machine Pistols also tend to have very limited ammo. Useful for a Gunslinger soldier to finish off targets.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Machine Pistols<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Machine pistol Long War.png|center|128x64px]]'''Machine Pistol''' || 2-4 (3) || 0% || 4-5 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 0|| None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Heater Long War.png|center|128x64px]]'''Heater''' || 3-5 (4) || 0% || 5-7 || -2 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 15|| Beam weapons || 25 || 5 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Autopistol Long War.png|center|128x64px]]'''Gauss Autopistol''' || 3-5 (4) || 0% || 5-7 || -8 || -1 || 3+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger<br />Nullifies 0.34 enemy DR || All except Gunner and Rocketeer || 35 || Gauss Weapons || 40 || 8 || 3 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Blaster Long War.png|center|128x64px]]'''Blaster''' || 4-6 (5) || 8% || 6-9 || -8 || -1 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 60 || Pulse Lasers || 80 || 18 || 16 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Plasma Mauler Long War.png|center|128x64px]]'''Plasma Mauler''' || 4-8 (6) || 0% || 8-11 || -8 || -2 || 2+1 || 30 || {{No Icon}} || Long range accuracy penalty without Gunslinger || All except Gunner and Rocketeer || 90 || Compact Plasma Weapons || 200 || 50 || 32 || 2 || 12 || 1x Alien Pistol<br />
|-<br />
|}<br />
<br />
==='''SMGs'''=== <br />
SMGs confer +3 mobility bonus and have the lowest damage and crit chance of all the primary weapons. Unlike Carbines, SMGs do not grant bonus accuracy. They're very useful for classes that need to reposition quickly to bring explosives and other area weapons against enemies, making them a good choice for Rocketeers and Engineers. Scouts, who might use the added mobility usually require something that packs a punch, like a Shotgun or any Rifle.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | SMGs<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:SMG Long War.png|center|128x64px]]'''Submachine Gun''' || 2-4 (3) || 0% || 4-5 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 0|| None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Shatterray Long War.png|center|128x64px]]'''Laser Shatterray''' || 3-5 (4) || 0% || 5-7 || +6 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam Weapons || 30 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Stuttergun Long War.png|center|128x64px]]'''Gauss Stuttergun''' || 4-6 (5) || 0% || 6-9 || 0 || +3 || 3+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 65 || 12 || 4 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Pulse Stengun Long War.png|center|128x64px]]'''Pulse Stengun''' || 4-8 (6) || 8% || 8-11 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 62 || Pulse Lasers || 120 || 20 || 20 || 0 ||12 || -<br />
|-align=center<br />
|[[Image:Plasma Stormgun Long War.png|center|128x64px]]'''Plasma Stormgun''' || 5-9 (7) || 0% || 9-12 || 0 || +3 || 2+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 200 || 60 || 40 || 2 || 12 || 1x Alien Carbine<br />
|-<br />
|}<br />
<br />
==='''Carbines'''===<br />
Carbines are light versions of assault rifles. They have reduced damage and crit chance, but confer +1 mobility and an accuracy bonus. They are ideal for inexperienced troops and those that need to move quickly, but experienced troops should switch to other weapons quickly as tougher aliens begin to appear.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Carbines<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Assault Carbine Long War.png|center|128x64px]]'''Assault Carbine''' || 2-4 (3) || 4% || 4-5 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Carbine Long War.png|center|128x64px]]'''Laser Carbine''' || 3-5 (4) || 4% || 5-7 || +12 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 35 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Carbine Long War.png|center|128x64px]]'''Gauss Carbine''' || 4-6 (5) || 4% || 6-9 || +6 || +1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 35 || Gauss Weapons || 80 || 16 || 5 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Pulse Carbine Long War.png|center|128x64px]]'''Pulse Carbine''' || 4-8 (6) || 12% || 8-11 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 63 || Pulse Lasers || 180 || 20 || 30 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Plasma Carbine Long War.png|center|128x64px]]'''Plasma Carbine''' || 5-9 (7) || 4% || 9-12 || +6 || +1 || 3+1 || 30 || {{Yes Icon}} || - || All || 90 || Plasma Weapons || 250 || 50 || 40 || 2 || 12 || 1x Alien Carbine<br />
|-<br />
|}<br />
<br />
==='''Assault Rifles'''===<br />
These are the baseline assault rifles, similar to their vanilla counterparts. They have a respectable balance of firepower and accuracy.<br><br />
The Arc Rifle is a special Rifle that grants Disabling Shot with the regular 2-turn cooldown. It has low damage and ammo capacity. Useful early on for raiding small UFO's with capable soldiers and plenty of arc thrower uses.<br />
<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Assault Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Assault Rifle Long War.png|center|128x64px]]'''Assault Rifle''' || 3-5 (4) || 8% || 5-7 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Laser Rifle Long War.png|center|128x64px]]'''Laser Rifle''' || 4-6 (5) || 8% || 6-9 || +6 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 15 || Beam weapons || 45 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Gauss Rifle Long War.png|center|128x64px]]'''Gauss Rifle''' || 4-8 (6) || 8% || 8-11 || 0 || 0 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || All || 38 || Gauss Weapons || 90 || 24 || 6 || 0 || 14 || -<br />
|-align=center<br />
|[[Image:Pulse Rifle Long War.png|center|128x64px]]'''Pulse Rifle''' || 5-9 (7) || 16% || 9-12 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || All || 65 || Pulse Lasers || 200 || 30 || 30 || 0 || 14 || -<br />
|-align=center<br />
|[[Image:Plasma Rifle Long War.png|center|128x64px]]'''Plasma Rifle''' || 6-10 (8) || 8% || 10-14 || 0 || 0 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer|| 95 || Advanced Plasma Weapons || 350 || 70 || 50 || 3 || 14 || 1x Alien Rifle<br />
|-align=center<br />
|[[Image: Arc Rifle Long War.png|center|128x64px]]'''Arc Rifle''' || 1-3 (2) || 0% || 3-4 || +10 || 0 || 2+1 || 30 || {{Yes Icon}} || Grants Disabling Shot, Short-range accuracy penalty || All except Gunners and Rocketeers || 25 || Xenoneurology <br/> New Combat Systems || 60 || 5 || 5 || 0 || 10 || -<br />
|-<br />
|}<br />
<br />
==='''Heavy Rifles'''===<br />
Heavy Rifles are the more powerful counterpart to assault rifles. Compared to assault rifles, they provide +1 base damage and -1 mobility, as well as a -10 aim penalty after moving or taking any costly (blue) actions until the beginning of the next turn. They are best used by experienced soldiers who can aim well enough to offset the penalty when necessary and make good use of the extra damage.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
! colspan="19" | Heavy Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image:Battle Rifle Long War.png|center|128x64px]]'''Battle Rifle''' || 4-6 (5) || 8% || 6-9 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image:Heavy Laser Rifle Long War.png|center|128x64px]]'''Heavy Laser Rifle''' || 4-8 (6) || 8% || 8-11 || +6 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 20 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image:Heavy Gauss Rifle Long War.png|center|128x64px]]'''Heavy Gauss Rifle''' || 5-9 (7) || 8% || 9-12 || 0 || -1 || 4+1 || 30 || {{Yes Icon}} || Nullifies 0.34 enemy DR || Infantry, Assault, Scout, Medic, Engineer || 45 || Advanced Gauss Weapons || 100 || 25 || 8 || 0 || 14 || -<br />
|-align=center<br />
|[[Image:Heavy Pulse Rifle Long War.png|center|128x64px]]'''Heavy Pulse Rifle''' || 6-10 (8) || 16% || 10-14 || 0 || -1 || 3+1|| 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 67 || Advanced Pulse Lasers || 200 || 30 || 35 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Heavy Plasma Rifle Long War.png|center|128x64px]]'''Heavy Plasma Rifle''' || 7-11 (9) || 8% || 11-16 || 0 || -1 || 3+1 || 30 || {{Yes Icon}} || - || Infantry, Assault, Scout, Medic, Engineer || 105 || Heavy Plasma Weapons || 350 || 70 || 50 || 3 || 18 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''Shotguns'''===<br />
Long War shotgun-type weapons are similar to their vanilla counterparts. High damage, high crit chance, short range. Shotguns are extremely accurate up close, but suffer from very poor accuracy over longer ranges (even with Cinematic Mode enabled). As such, they work best with highly mobile classes or those that only ever expect to engage enemies up close, like Assault and Scout soldiers.<br><br />
<br />
The sawed-off shotgun, a point-blank range, high damage sidearm with -1 mobility. It has only one shot, and this cannot be increased by ammo capacity upgrades.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Shotguns<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Shotgun Long War.png|center|128x64px]]'''Shotgun''' || 4-8 (6) || 16% || 8-11 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty || Infantry, Assault, Scout, Medic, Engineer || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Sawed-off Shotgun Long War.png|center|128x64px]]'''Sawed-Off Shotgun''' || 4-8 (6) || 4% || 8-11 || -12 || -1 || 1 || 1 || {{No Icon}} || Sidearm. Confers -1 mobility. <br> Can only be used at point blank range. || Infantry, Assault, Scout, Medic, Engineer || 1 || None || 0 || 0 || 0 || 0 || 1 || -<br />
|-align=center<br />
|[[Image: Scatter Laser Long War.png|center|128x64px]]'''Scatter Laser''' || 5-9 (7) || 16% || 9-12 || +6 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br />
| Infantry, Assault, Scout, Medic, Engineer || 18 || Advanced Beam Weapons || 50 || 6 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Alloy Cannon Long War.png|center|128x64px]]'''Alloy Cannon''' || 6-10 (8) || 16% || 10-14 || 0 || 0 || 5+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br>Nullifies 0.34 enemy DR<br />
| Infantry, Assault, Scout, Medic, Engineer || 40 || Advanced Gauss Weapons || 130 || 36 || 15 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Scatter Blaster Long War.png|center|128x64px]]'''Scatter Blaster''' || 7-11 (9) || 24% || 11-16 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br />
| Infantry, Assault, Scout, Medic, Engineer || 65 || Advanced Pulse Weapons || 250 || 30 || 40 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Reflex Cannon Long War.png|center|128x64px]]'''Reflex Cannon''' || 7-13 (10) || 16% || 13-18 || 0 || 0 || 4+1 || 30 (14) || {{No Icon}} || Long range accuracy penalty<br>[[Damage Reduction (Long War)|Damage reduction]] penalty<br />
| Infantry, Assault, Scout, Medic, Engineer || 102 || Advanced Plasma Weapons || 450 || 70 || 50 || 4 || 18 || 1x Alien Rifle<br />
|-<br />
|}<br />
<br />
==='''Sniper Rifles'''===<br />
Sniper Rifles are mostly identical to their vanilla counterparts and can only be used by Snipers. They have very long range (double the range of vanilla, making it functionally infinite), but can only be fired if the user has not taken a costly action, including reloading, unless they have Snap Shot training. Long War sniper rifles have higher penalties when used at short range than vanilla sniper rifles. Sniper rifles can only overwatch fire up to visual range, so consider steadying the weapon instead to end a turn without targets (especially if you don't have snapshot training).<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Sniper Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Sniper Rifle Long War.png|center|128x64px]]'''Sniper Rifle''' || 4-6 (5) || 20% || 6-9 || 0 || -1 || 5+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 0 ||None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Laser Sniper Rifle Long War.png|center|128x64px]]'''Laser Sniper Rifle''' || 4-8 (6) || 20% || 8-11 || +6 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 18 || Advanced Beam Weapons || 50 || 8 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gauss Long Rifle Long War.png|center|128x64px]]'''Gauss Long Rifle''' || 5-9 (7) || 20% || 9-12 || 0 || -2 || 1+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty<br>Grants HEAT Ammo perk.<br>Nullifies 0.34 enemy DR || Sniper || 40 || Advanced Gauss Weapons || 200 || 30 || 15 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Pulse Sniper Rifle Long War.png|center|128x64px]]'''Pulse Sniper Rifle''' || 6-10 (8) || 28% || 10-14 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 65 || Advanced Pulse Lasers || 250 || 40 || 40 || 0|| 14 || -<br />
|-align=center<br />
|[[Image: Plasma Sniper Rifle Long War.png|center|128x64px]]'''Plasma Sniper Rifle''' || 7-11 (9) || 20% || 11-16 || 0 || -1 || 3+1 || 200 (30) || {{Yes Icon}} || Cannot fire after any costly action<br>Short-range accuracy penalty || Sniper || 105 || Precision Plasma Weapons || 450 || 80 || 70 || 3 || 18 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''Marksman Rifles'''===<br />
Marksman rifles are smaller versions of sniper rifles that can also only be used by the Sniper and Scout classes. They have longer range than most weapons, but considerably shorter than sniper rifles nonetheless can be fired after moving. Like sniper rifles, marksman rifles have hefty accuracy penalties when used at short range. Marksman rifles have the same base damage as sniper rifles, but considerably lower crit chance. Marksman rifles can fire reaction shots up to their maximum range, and with Precision Shot they have unlimited range.<br><br />
Marksman Rifles are better suited to close-quarters maps where mobility is essential.<br><br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Marksman Rifles<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Marksman Rifle Long War.png|center|128x64px]]'''Marksman Rifle''' || 4-6 (5) || 12% || 6-9 || 0 || 0 || 5+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 0 ||None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Laser Strike Rifle Long War.png|center|128x64px]]'''Laser Strike Rifle''' || 4-8 (6) || 12% || 8-11 || +6 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 18 || Advanced Beam Lasers || 45 || 6 || 0 || 0 || 12 || -<br />
|-align=center<br />
|[[Image: Alloy Strike Rifle Long War.png|center|128x64px]]'''Alloy Strike Rifle''' || 5-9 (7) || 12% || 9-12 || 0 || 0 || 4+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty<br>Nullifies 0.34 enemy DR || Scout, Sniper || 45 || Advanced Gauss Weapons || 110 || 30 || 10 || 0 || 14 <br />
|-align=center<br />
|[[Image: Blaster Rifle Long War.png|center|128x64px]]'''Blaster Rifle''' || 6-10 (8) || 20% || 10-14 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 67 || Advanced Pulse Lasers || 220 || 40 || 40 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Reflex Rifle Long War.png|center|128x64px]]'''Reflex Rifle''' || 7-11 (9) || 12% || 11-16 || 0 || 0 || 3+1 || 36 || {{Yes Icon}} || Short-range accuracy penalty || Scout, Sniper || 102 || Precision Plasma Weapons || 400 || 70 || 50 || 4 || 18 || 1x Alien Rifle<br />
|-<br />
|}<br />
<br />
==='''SAWs'''===<br />
SAW-type weapons are the closest equivalent to vanilla LMGs in Long War. They can only be used by the Gunner class. SAWs have larger magazines and higher damage than assault rifles but confer a mobility penalty and can't be steadied. They allow faster movement than LMGs, but have less ammo and deal less damage. Suppressing a target with a SAW grants the Opportunist perk for any reaction fire triggered by enemy movement <br />
{| class="wikitable" width="100%" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Squad Automatic Weapons<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: SAW Long War.png|center|128x64px]]'''SAW''' || 4-6 (5) || 0% || 6-9 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 0 ||None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Autolaser Long War.png|center|128x64px]]'''Autolaser''' || 4-8 (6) || 0% || 8-11 || +6 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 18 || Beam Weapons || 60 || 8 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gauss Autorifle Long War.png|center|128x64px]]'''Gauss Autorifle''' || 5-9 (7) || 0% || 9-12 || 0 || -1 || 7+2 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || Gunner || 38 || Gauss Weapons || 100 || 30 || 6 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Pulse Autoblaster Long War.png|center|128x64px]]'''Pulse Autoblaster''' || 6-10 (8) || 8% || 10-14 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 65 || Pulse Lasers || 230 || 40 || 40 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Plasma Novagun Long War.png|center|128x64px]]'''Plasma Novagun''' || 7-11 (9) || 0% || 11-16 || 0 || -1 || 6+2 || 30 || {{No Icon}} || - || Gunner || 98 || Advanced Plasma Weapons || 450 || 80 || 60 || 3 || 20 || 1x Alien Rifle<br />
|-<br />
|}<br />
<br />
==='''LMGs'''===<br />
LMG-type weapons are larger versions of SAWs and are also only usable by the Gunner class. LMGs carry a mobility penalty and can only fire if the user has not moved, but in return they have even larger magazines and even higher damage than SAWs. LMGs also have a slightly longer range than most weapons and confer the Squadsight perk on the user so they can make use of the extra range. When an LMG is used to suppress, the reaction shot taken if the target moves suffers no aim penalty and can crit. LMGs can only overwatch fire up to visual range.<br><br />
LMGs are ideal for heavy defensive situations where the Gunner can situate themselves securely and guard a given area using normal and reaction fire.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Light Machine Guns<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: LMG Long War.png|center|128x64px]]'''LMG''' || 4-8 (6) || 0% || 8-11 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Gatling Laser Long War.png|center|128x64px]]'''Gatling Laser''' || 5-9 (7) || 0% || 9-12 || +6 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 18 || Beam weapons || 70 || 9 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gauss Machine Gun Long War.png|center|128x64px]]'''Gauss Machine Gun''' || 6-10 (8) || 0% || 10-14 || 0 || -2 || 9+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight<br>Nullifies 0.34 enemy DR || Gunner || 45 || Gauss Weapons || 140 || 32 || 10 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Gatling Pulser Long War.png|center|128x64px]]'''Gatling Pulser''' || 7-11 (9) || 8% || 11-16 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 70 || Pulse Lasers || 240 || 60 || 45 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Plasma Dragon Long War.png|center|128x64px]]'''Plasma Dragon''' || 7-13 (10) || 0% || 13-18 || 0 || -2 || 8+1 || 36 (30) || {{No Icon}} || Cannot fire after any costly action<br>Grants squadsight || Gunner || 105 || Heavy Plasma Weapons || 450 || 80 || 64 || 4 || 20 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''Rocket Launchers'''===<br />
Sometimes you just have to make a good first-time impression. Sometimes you just happen to not have the right key for a door. Sometimes you just want to give those aliens a running start on their way back - do not fret, Xcom have some portable rocket launchers for you!<br><br />
<br />
Rockets are fairly simple to use - pick your ability, aim and fire. There is always some guaranteed scatter which is limited by the soldier's Aim and Abilities. While mostly used by Rocketeers, Engineers also have the ability at later stages of the game to carry a rocket launcher. Carrying one forfeits your sidearm. For more information regarding rockets read below. <br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | Rocket Launchers<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Rocket Launcher Long War.png|center|128x64px]]'''Rocket Launcher''' || 4-10 (7) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Recoilless Rifle Long War.png|center|128x64px]]'''Recoilless Rifle''' || 6-12 (9) || 0% || - || 0 || -1 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission<br />Nullifies 0.34 enemy DR || Rocketeer|| 45 || Advanced Gauss Weapons || 100 || 50 || 10 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Blaster Launcher Long War.png|center|128x64px]]'''Blaster Launcher''' || 8-16 (12) || 0% || - || 0 || -2 || 1 || 30 || {{No Icon}} || +1 mobility after firing rocket for rest of mission || Rocketeer|| 110 || Fusion Weapons || 600 || 120 || 70 || 3 || 20 || 1x Fusion Core<br />
|-<br />
|}<br />
<br />
==='''MEC Primary Weapons'''===<br />
MEC weapons (unsurprisingly) can only be used by MECs. They are high damage and have extended range equal to marksman rifles and LMGs, but do not confer the squadsight perk, so only MEC classes that have squadsight can use the extra range. Even MECs with squadsight can only overwatch fire up to visual range.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | MEC Primary Weapons<br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Minigun Long War.png|center|128x64px]]'''Minigun''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 2+1 || 36 (30) || {{No Icon}} || - || MEC || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Laser Lance Long War.png|center|128x64px]]'''Laser Lance''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 20 || Advanced Beam Lasers<br />MEC Warfare Systems || 75 || 10 || 0 || 10 || 14 || -<br />
|-align=center<br />
|[[Image: Railgun Long War.png|center|128x64px]]'''Railgun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 36 (30) || {{No Icon}} || Nullifies 0.34 enemy DR, no suppression || MEC || 45 || Advanced Gauss Weapons<br />MEC Warfare Systems || 120 || 50 || 10 || 20 || 14 || -<br />
|-align=center<br />
|[[Image: Pulse Lance Long War.png|center|128x64px]]'''Pulse Lance''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || - || MEC || 65 || Advanced Pulse Lasers<br />MEC Warfare Systems || 240 || 50 || 48 || 30 || 14 || -<br />
|-align=center<br />
|[[Image: Particle Cannon Long War.png|center|128x64px]]'''Particle Cannon''' || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 36 (30) || {{No Icon}} || No suppression || MEC || 105 || Heavy Plasma Weapons<br />MEC Warfare Systems || 450 || 80 || 80 || 40 || 14 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
==='''MEC Secondary Weapons'''===<br />
<br />
With each upgrade of the MEC suit the number secondary weapon slots increases. As such, they can play a vital role in area control, squad support or neutralizing targets. Be advised that unlike vanilla in Long War you have to build the systems yourself and they do cost a lot of meld.<br />
<br />
<br />
{| class="wikitable" width="90%"<br />
!colspan="19" | MEC Secondary Weapons<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Flamethrower Long War.png|center|128x64px]]'''Flamethrower''' || 3-5 || 0% || 5-7 || - || -1 || 2 || Cone || {{No Icon}} || Incendiary area attack causing panic:<br />Will test against 50, 80 with Jellied Elerium upgrade. || MEC || 35 || MEC Warfare Systems || 150 || 0 || 0 || 30 || 7 || -<br />
|-align=center<br />
|[[Image: Restorative Mist Long War.png|center|128x64px]]'''Restorative Mist''' || - || 0% || - || - || -1 || 1 || 17 || {{No Icon}} || Heals allies in an area || MEC || 28 || Thin Man Autopsy<br />MEC Warfare Systems || 120 || 0 || 0 || 30 || 14 || -<br />
|-align=center<br />
|[[Image: Kinetic Strike Module Long War.png|center|128x64px]]'''Kinetic Strike Module''' || 9-15 || 0% || 15-21 || - || -1 || 8 || Melee || {{No Icon}} || Close combat weapon || MEC || 30 || Floater Autopsy<br />MEC Warfare Systems || 200 || 30 || 25 || 30 || 10 || -<br />
|-align=center<br />
|[[Image: Grenade Launcher Long War.png|center|128x64px]]'''Grenade Launcher''' || 2-6 || 0% || 3-7 || - || -1 || 2 || 17 || {{No Icon}} || Indirect-fire Grenade Launcher || MEC || 30 || Gauss Weapons<br />MEC Warfare Systems || 150 || 25 || 0 || 30 || 10 || -<br />
|-align=center<br />
|[[Image: Proximity Mine Launcher Long War.png|center|128x64px]]'''Proximity Mine Launcher''' || 6-14 || 0% || - || - || -1 || 3 || 17 || {{No Icon}} || Fires Proximity Mines || MEC || 55 || Advanced Gauss Weapons<br />MEC Warfare Systems || 180 || 25 || 40 || 40 || 14 || -<br />
|-align=center<br />
|[[Image: Electro Pulse Long War.png|center|128x64px]]'''Electropulse''' || 3-9 (6) || 0% || - || - || -1 || 8 || 17 || {{No Icon}} || Stuns robots. 3 turn cooldown || MEC || 85 || EMP Weapons<br />MEC Warfare Systems || 180 || 30 || 50 || 50 || 14 || 1x Arc Thrower<br />
|}<br />
<br />
==='''SHIV Turrets'''===<br />
Similar to the SAW but considerably more powerful, these heavy and expensive guns are the only weapons that the SHIV can use. While they suffer from the low base aim of all SHIV units, they can shred through enemies at close range, restrict enemy movement options when in overwatch mode thanks to certain equipment, and can deal massive damage to mechanized forces when equipped with HEAT ammo.<br />
{| class="wikitable" width="90%"<br />
|+ <br />
|-<br />
!colspan="19" | SHIV Turrets <br />
|-<br />
!rowspan="2" width="12%" | Name !! rowspan="2" | {{Damage Icon}} <span style="text-decoration:underline" title="+average base damage">'''Dm'''</span> !! rowspan="2" |{{ Crit Hit Chance Icon}} ''' Crt %''' !! rowspan="2" | {{Crit Hit Damage Icon}} ''' DmC'''!! rowspan="2" | {{Aim (Long War)}}'''Aim''' !! rowspan="2" | {{Mobility (Long War)}} '''Mob'''!! rowspan="2" | <span style="text-decoration:underline" title="+bonus ammo from Ammo Conservation">Ammo</span> !! rowspan="2" | <span style="text-decoration:underline" title="(reaction range)">Range</span> !! rowspan="2" | Steady? !! rowspan="2" | Special !! rowspan="2" | Classes !! colspan="2" | Prerequisites !! colspan="6" | Cost<br />
|-align=center<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''<br />
|-align=center<br />
|[[Image: Autocannon Long War.png|center|128x64px]]'''Autocannon''' || 5-9 (7) || 0% || 9-12 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 0 || None || colspan="6" | N/A<br />
|-align=center<br />
|[[Image: Superheavy Laser Long War.png|center|128x64px]]'''Superheavy Laser''' || 6-10 (8) || 0% || 10-14 || +6 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 20 || Advanced Beam Lasers || 75 || 10 || 0 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Sentry Gun Long War.png|center|128x64px]]'''Sentry Gun''' || 7-11 (9) || 0% || 11-16 || 0 || 0 || 4+1 || 30 || {{No Icon}} || Nullifies 0.34 enemy DR || SHIV || 40 || Gauss Weapons || 100 || 30 || 10 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Superheavy Pulser Long War.png|center|128x64px]]'''Superheavy Pulser''' || 7-13 (10) || 8% || 13-18 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 65 || Pulse Lasers || 300 || 50 || 50 || 0 || 14 || -<br />
|-align=center<br />
|[[Image: Superheavy Plasma Long War.png|center|128x64px]]'''Superheavy Plasma''' || 8-14 (11) || 0% || 14-19 || 0 || 0 || 3+1 || 30 || {{No Icon}} || - || SHIV || 100 || Vehicular Plasma Weapons|| 450 || 80 || 70 || 4 || 21 || 1x Alien Heavy Weapon<br />
|-<br />
|}<br />
<br />
== Steadying ==<br />
Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as '''Light 'Em Up''' and '''Double Tap''' only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.<br />
<br />
== Explosives ==<br />
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.<br />
<br />
== Rockets ==<br />
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never "miss" but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets can not change height through scatter.<br />
<br />
The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. "Scatter" instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.<br />
<br />
Unblocked (no "Shot is Blocked" warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately. <br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Loadout (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Alien_Artifacts_(Long_War)&diff=64431Alien Artifacts (Long War)2015-05-14T15:03:25Z<p>Zerikin: </p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
Some artifacts that previously had no value are now used by the game as prerequisites for research projects or foundry projects, particularly Alien Stasis Tanks and Alien Surgeries. Within the Gray Market listings, the green text "This item has no research benefit, and can be sold freely" is still correct in that these items will never be a part of any research project, foundry project, or as a prerequisite for manufacturing any items. However, you may still get pending resource requests for some of these items from XCOM countries. As an example, Alien Entertainment can be requested by a country in exchange for panic reduction.<br />
<br />
Beyond that, the changes are mostly to the Gray Market values for these resources. Acquisitions from Alien Base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consider the benefits of selling these resources for quick cash versus possibly fulfilling later country resource requests.<br />
<br />
Another notable difference is that alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons, including interceptor, SHIV, and MEC plasma weapons. Alien Rifles (from captured Mutons and Heavy Floaters) are used in the production of most plasma weapons (including the Plasma Rifle, Plasma Novagun, and interceptor Plasma Cannon). Alien Carbines (from Floaters, Outsiders, and Thin Men) are used in the production of the lighter XCOM soldier weapons such as the Plasma Carbine. Alien Heavy Weapons (from Muton Elites) are used in the production of the MEC and SHIV plasma weapons. Additionally, some of these alien weapons may be required in order to perform the associated plasma research in the first place.<br />
<br />
==Uses==<br />
<br />
* Note that the '''Fusion Core''' and '''Outsider Shard''' are only needed to unlock their associated research - the unlocked research does not use up one of these artifacts.<br />
* Enhanced Plasma requires a Plasma Dragon, which needs an '''Alien Heavy Weapon''' to make.<br />
<br />
{| class="wikitable" width="80%"<br />
|+<br />
! width="15%" align="center" | Artifact<br />
! width="3%" align="center" | {{Credits Icon}}<br />
! width="18%" align="center" | Research<br />
! width="18%" align="center" | Foundry<br />
! width="5%" align="center" | Total Needed<br />
! width="18%" align="center" | Engineering<br />
<br />
|- align="center"<br />
|[[File: Plasma Pistol Long War.png|128px]]<br />'''Alien Pistol'''<br />
|20<br />
|Compact Plasma Weapons (2)<br />
|Reflex Pistols (1)<br />
|3<br />
|Plasma Pistol (1) <br />Plasma Mauler (1)<br />
<br />
|- align="center"<br />
|[[File: Plasma Carbine Long War.png|128px]]<br />'''Alien Carbine'''<br />
|30<br />
|Plasma Weapons (5)<br />
|Quenchguns (2)<br />
|7<br />
|Plasma Stormgun (1) <br />Plasma Carbine (1)<br />
<br />
|- align="center"<br />
|[[File: Plasma Rifle Long War.png|128px]]<br />'''Alien Rifle'''<br />
|40<br />
|Advanced Plasma Weapons (3)<br />
| -<br />
|3<br />
|Plasma Rifle (1) <br />Plasma Novagun (1) <br />Reflex Rifle (1) <br />Reflex Cannon (1) <br />Plasma Cannon (1)<br />
<br />
|- align="center"<br />
|[[File: Plasma Novagun Long War.png|128px]]<br />'''Alien Heavy Weapon'''<br />
|50<br />
|Heavy Plasma Weapons (2)<br />
|Enhanced Plasma (1)<br />
|3<br />
|Heavy Plasma Rifle (1) <br />Plasma Sniper Rifle (1) <br />Plasma Dragon (1) <br />Particle Cannon (1) <br />Superheavy Plasma (1)<br />
<br />
|- align="center"<br />
|[[File:Sectoid 3 (EU2012).png|64px]]<br />'''Sectoid Corpse'''<br />
|2<br />
|Xenobiology (5)<br /><br />
Sectoid Autopsy (10)<br /><br />
Xenoneurology (10)<br />
|Psi Warfare Systems (12)<br />
|37<br />
|Psi Grenade (1)<br /><br />
Mimic Beacon (1)<br /><br />
Aurora Armor (1)<br />
<br />
|- align="center"<br />
|[[File:Sectoid Commander 3 (EU2012).png|64px]]<br />'''Sectoid Commander Corpse'''<br />
|10<br />
|Sectoid Commander Autopsy (5)<br />
| -<br />
|5<br />
|Mind Shield (5)<br />
<br />
|- align="center"<br />
|[[File:Floater 3 (EU2012).png|64px]]<br />'''Floater Corpse'''<br />
|3<br />
|Floater Autopsy (10)<br />
|Armored Fighters (30) <br />Shaped Armor (25)<br />
|65<br />
|Aim Module (3)<br />
<br />
|- align="center"<br />
|[[File:Heavy Floater 3 (EU2012).png|64px]]<br />'''Heavy Floater Corpse'''<br />
|5<br />
|Heavy Floater Autopsy (5)<br />
|Advanced Flight (5) <br />Advanced Repair (4)<br />
|14<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Thin Man 3 (EU2012).png|64px]]<br />'''Thin Man Corpse'''<br />
|3<br />
|Thin Man Autopsy (10)<br />
|Improved Medikit (20)<br />
|30<br />
|Chem Grenade (15)<br />
<br />
|- align="center"<br />
|[[File:Muton 3 (EU2012).png|64px]]<br />'''Muton Corpse'''<br />
|4<br />
|Muton Autopsy (10)<br />
|Ammo Conservation (20)<br />
|30<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Elite Muton 3 (EU2012).png|64px]]<br />'''Muton Elite Corpse'''<br />
|8<br />
|Muton Elite Autopsy (5)<br />
|Tactical Rigging (20)<br />
|25<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Berserker 3 (EU2012).png|64px]]<br />'''Berserker Corpse'''<br />
|5<br />
|Berserker Autopsy (5)<br />
|MEC Close Combat (8)<br />
|13<br />
|Combat Stims (1)<br />
<br />
|- align="center"<br />
|[[File:Cyberdisc 3 (EU2012).png|64px]]<br />'''Cyberdisc Wreck'''<br />
|10<br />
|Cyberdisc Autopsy (3)<br />
|Advanced Flight (5) <br />Penetrator Weapons (3) <br />Mechanized Unit Defenses (2)<br />
|13<br />
|Dodge Module (2)<br />
<br />
|- align="center"<br />
|[[File:Ethereal 3 (EU2012).png|64px]]<br />'''Ethereal Corpse'''<br />
|20<br />
|Ethereal Autopsy (3)<br />
| -<br />
|3<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Chryssalid 3 (EU2012).png|64px]]<br />'''Chryssalid Carcass'''<br />
|7<br />
|Chryssalid Autopsy (5)<br />
| -<br />
|5<br />
|Chitin Plating (10)<br />
<br />
|- align="center"<br />
|[[File:Sectopod 3 (EU2012).png|64px]]<br />'''Sectopod Wreck'''<br />
|15<br />
|Sectopod Autopsy (3)<br />
| -<br />
|3<br />
|EMP Cannon (1)<br />
<br />
|- align="center"<br />
|[[File:Drone 3 (EU2012).png|64px]]<br />'''Drone Wreck'''<br />
|2<br />
|Drone Autopsy (5)<br />
|Advanced Flight (5) <br />Drone Capture (50) <br />Field Repairs (10) <br />Improved Arc Thrower (10) <br />Sentinel Drone (1)<br />
|81<br />
|Tracking Module (2)<br />
<br />
|- align="center"<br />
|[[File:Alien Entertainment (EU2012).png|64px]]<br />'''Alien Entertainment'''<br />
|250<br />
| -<br />
| -<br />
|0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Alien Food (EU2012).png|64px]]<br />'''Alien Food'''<br />
|10<br />
| -<br />
| -<br />
|0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Alien Stasis Tank (EU2012).png|64px]]<br />'''Alien Stasis Tank'''<br />
|15<br />
| -<br />
|Advanced Surgery (12)<br />
|12<br />
| -<br />
<br />
|- align="center"<br />
|[[File:UFO Flight Computer (EU2012).png|64px]]<br />'''UFO Flight Computer'''<br />
|30<br />
|Alien Computers (4)<br />
|Improved Avionics (3) <br />Penetrator Weapons (3) <br />Sentinel Drone (1) <br />Stealth Satellites (10) <br />UFO Countermeasures (4) <br />UFO Scanners (4) <br />UFO Tracking (2)<br />
|31<br />
|Battle Computer (1) <br />Blaster Launcher (2) <br />Firestorm (8) <br />Satellite Nexus (2) <br />Tactical Sensors (1) <br />
<br />
|- align="center"<br />
|[[File:Alien Surgery (EU2012).png|64px]]<br />'''Alien Surgery'''<br />
|45<br />
| -<br />
|Advanced Surgery (12)<br />
|12<br />
| -<br />
<br />
|- align="center"<br />
|[[File:UFO Power Source (EU2012).png|64px]]<br />'''UFO Power Source'''<br />
|60<br />
|Alien Power Systems (6) <br />Alien Propulsion (6)<br />
|Elerium Afterburners (2) <br />Phoenix Coilguns (2) <br />Supercapacitors (6)<br />
|22<br />
|Elerium Generator (2) <br />Firestorm (4) <br />MEC-4 Dauntless (1) <br />MEC-5 Devastator (1) <br />MEC-6 Vanguard (1) <br />MEC-7 Vindicator (1)<br />
<br />
|- align="center"<br />
|[[File:Alien Entertainment (Damaged) (EU2012).png|64px]]<br />'''Alien Entertainment (Damaged)'''<br />
|5<br />
| -<br />
| -<br />
| 0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Alien Food (Damaged) (EU2012).png|64px]]<br />'''Alien Food (Damaged)'''<br />
|5<br />
| -<br />
| -<br />
| 0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Alien Stasis Tank (Damaged) (EU2012).png|64px]]<br />'''Alien Stasis Tank (Damaged)'''<br />
|5<br />
| -<br />
| -<br />
| 0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:UFO Flight Computer (Damaged) (EU2012).png|64px]]<br />'''UFO Flight Computer (Damaged)'''<br />
|15<br />
| -<br />
| -<br />
| 0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Alien Surgery (Damaged) (EU2012).png|64px]]<br />'''Alien Surgery (Damaged)'''<br />
|15<br />
| -<br />
| -<br />
| 0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:UFO Power Source (Damaged) (EU2012).png|64px]]<br />'''UFO Power Source (Damaged)'''<br />
|30<br />
| -<br />
| -<br />
| 0<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Fusion Core (EU2012).png|64px]]<br />'''Fusion Core'''<br />
|200<br />
|Fusion Weapons (1)<br />
| -<br />
|1<br />
|Blaster Launcher (1) <br />Fusion Lance (1)<br />
<br />
|- align="center"<br />
|[[File:Mechtoid 3 (EU2012).png|64px]]<br />'''Mechtoid Core'''<br />
|10<br />
|Mechtoid Autopsy (3)<br />
|Advanced Servomotors (8)<br />
|11<br />
|Psi Screen (1)<br />
<br />
|- align="center"<br />
|[[File:Seeker 3 (EU2012).png|64px]]<br />'''Seeker Wreck'''<br />
|3<br />
|Seeker Autopsy (5)<br />
|UFO Countermeasures (4)<br />
|9<br />
|Shadow Device (15)<br />
<br />
|- align="center"<br />
|[[File:Outsider Shard (EU2012).png|64px]]<br />'''Outsider Shard'''<br />
| -<br />
|Alien Operations (1)<br />
| -<br />
|1<br />
|Skeleton Key (1)<br />
<br />
|- align="center"<br />
|[[File:Hyperwave Beacon (EU2012).png|64px]]<br />'''Hyperwave Beacon'''<br />
| -<br />
|Alien Communications (1)<br />
| -<br />
|1<br />
| -<br />
<br />
|- align="center"<br />
|[[File:Ethereal Device Research (EU2012).png|64px]]<br />'''Ethereal Device'''<br />
| -<br />
| Alien Command and Control (1)<br />
| -<br />
|1<br />
| -<br />
<br />
|}<br />
<br />
== See also ==<br />
{{Aliens (Long War) Navbar}}<br />
[[Category: Aliens (Long War)]]<br />
[[Category: Long War]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=63371Foundry (Long War)2015-03-05T15:55:53Z<p>Zerikin: Fixed Field Repair cost</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Foundry.jpg<br />
|isize=256<br />
|effect=Development of new combat items and improvements to current items<br />
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)<br />
|prerequisites=None<br />
|other=None<br />
|credits=200<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=18 <br />
|quick credits=300<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=10<br />
|quick build time=9 <br />
|maintenance=25<br />
|power=6<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Foundry Projects ===<br />
{| class="wikitable"<br />
|+ Projects<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost<br />
|-align="center"<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|- align="center"<br />
! colspan="11" | SHIV-Specific Upgrades<br />
<br />
|- align="center"<br />
| Field Repairs<br />
| Allows arc throwers to be used to repair SHIVS and MECs<br />
| 15<br />
| Drone Autopsy<br />
| §100<br />
| 10<br />
| 10<br />
| 10<br />
| 5<br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|- align="center"<br />
| SHIV Defenses<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
| 30<br />
| Mobile Power Armor<br />
| §150<br />
| 60<br />
| 25<br />
| 0<br />
| 0<br />
| 10<br />
| 2x Cyberdisk Wreck<br />
<br />
|- align="center"<br />
| SHIV Suppression<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
| Alien Weaponry<br />
| §40<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|- align="center"<br />
| Sentinel Drone<br />
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.<br />
| 50<br />
| Cyberdisc Autopsy<br />
| §150<br />
| 40<br />
| 0<br />
| 20<br />
| 0<br />
| 21<br />
| 5x Drone Wreck, <br> 5x UFO Flight Computer<br />
|-<br />
!colspan="11" | General Mechanical Unit Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|- align="center"<br />
| Advanced Servomotors<br />
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
| Mechtoid Autopsy<br />
| §300<br />
| 60<br />
| 0<br />
| 40<br />
| 35<br />
| 14<br />
| 8x Mechtoid Core<br />
<br />
|- align="center"<br />
| Advanced Repair<br />
| Increases Interceptor and SHIV repair speed<br />
| 45<br />
| Heavy Floater Autopsy<br />
| §500<br />
| 100<br />
| 0<br />
| 0<br />
| 40<br />
| 21<br />
| 4x Heavy Floater Corpse<br />
<br />
|- align="center"<br />
| Shaped Armor<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
| Floater Autopsy<br />
| §300<br />
| 80<br />
| 0<br />
| 40<br />
| 20<br />
| 21<br />
| 25x Floater Corpses<br />
<br />
|- align="center"<br />
| MEC Close Combat<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
| 50<br />
| Berserker Autopsy<br />
| §300<br />
| 60<br />
| 30<br />
| 30<br />
| 20<br />
| 7<br />
| 8x Berserker Corpse<br />
<br />
|- align="center"<br />
| Jellied Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
| Elerium<br />
| §100<br />
| 40<br />
| 50<br />
| 80<br />
| 20<br />
| 10<br />
| - <br />
<br />
<br />
|-align="center"<br />
| MEC Warfare Systems<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
| Alien Biocybernetics<br />
| §25<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|- align="center"<br />
!colspan="11" | General Weapon Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Enhanced Ballistics<br />
| Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
| Alien Materials<br />
| §80<br />
| 10<br />
| 20<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Enhanced Lasers<br />
| Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
| Advanced Beam Lasers<br />
| §150<br />
| 40<br />
| 15<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|- align="center"<br />
| Enhanced Plasma<br />
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs.<br />
| 75<br />
| Precision Plasma Weapons<br />
| §500<br />
| 100<br />
| 100<br />
| 100<br />
| 0 <br />
| 21<br />
| 1x Plasma Dragon <br />
<br />
|-align="center"<br />
| Ammo Conservation<br />
| Increases the ammo capacity of weapons by 1 shot/burst.<br />
| 75<br />
| Muton Autopsy<br />
| §600<br />
| 130<br />
| 40<br />
| 100<br />
| 40<br />
| 14<br />
| 20x Muton Corpses<br />
<br />
|-align="center"<br />
!colspan="11" | Pistol Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Mag Pistols<br />
| Grants + 10% Critical hit chance to all pistols <br />
| 10<br />
| Alien Weaponry<br />
| §35<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|-align="center"<br />
| Rail Pistols<br />
| Grants +10% Aim to all pistols<br />
| 20<br />
| Gauss Weapons<br />
| §90<br />
| 10<br />
| 35<br />
| 0<br />
| 0<br />
| 10<br />
| -<br />
<br />
|-align="center"<br />
| Reflex Pistols<br />
| Grants +1 damage to all pistols<br />
| 35<br />
| Compact Plasma Weapons<br />
| §145<br />
| 30<br />
| 60<br />
| 30<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Material Recovery<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Improved Salvage<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
| Alien Materials<br />
| §200<br />
| 40<br />
| 0<br />
| 20<br />
| 20<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| Alien Metallurgy<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
| Alien Materials<br />
| §300<br />
| 30<br />
| 0<br />
| 10<br />
| 60<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Alien Nucleonics<br />
| Increases Elerium recovery from combat.<br />
| 45<br />
| Alien Power Systems<br />
| §500<br />
| 120<br />
| 0<br />
| 40<br />
| 75<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Aerospace Improvements<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Aircraft Boosters<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
| Alien Materials<br />
| §50<br />
| 0<br />
| 10<br />
| 0<br />
| 10<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Elerium Afterburners<br />
| Increases Interceptor combat time. <br/> (Increases combat time by 5 seconds)<br />
| 45<br />
| Alien Propulsion<br />
| §200<br />
| 30<br />
| 0<br />
| 30<br />
| 0<br />
| 14<br />
| 2x Alien Power Source<br />
<br />
|-align="center"<br />
| Armored Fighters<br />
| Increases Interceptor HP. <br/>(Adds 1000 hp to all interceptors)<br />
| 30<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 200<br />
| 0<br />
| 60<br />
| 35<br />
| 14<br />
| 30x Floater Corpse<br />
<br />
|-align="center"<br />
| Wingtip Sparrowhawks<br />
| Grants Interceptors secondary armor-piercing missiles. <br/> (Each missile does 1/2 stingray damage)<br />
| 55<br />
| Advanced Aerospace Concepts<br />
| §500<br />
| 120<br />
| 80<br />
| 20<br />
| 80<br />
| 21<br />
| -<br />
<br />
|-align="center"<br />
| Penetrator Weapons<br />
| Increases armor penetration of air-to-air weapons. <br/> (Increases interceptor armor penetration by 5)<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §300<br />
| 80<br />
| 45<br />
| 0<br />
| 0<br />
| 14<br />
| 3x Cyberdisc Wreck,<br> 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Super Skyranger<br />
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §200<br />
| 60<br />
| 0<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Improved Avionics<br />
| Increases Interceptor hit chance. <br/>(Increases interceptor aim by 10)<br />
| 40<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 10<br />
| 50<br />
| 0<br />
| 0<br />
| 14<br />
| 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Stealth Satellites<br />
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)<br />
| 115<br />
| Stealth Systems<br />
| §1200<br />
| 200<br />
| 0<br />
| 200<br />
| 0 <br />
| 28<br />
| 10x UFO Flight Computer, <br> 10x Seeker Wreck<br />
<br />
|-align="center"<br />
| Supercapacitors<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons. <br/> (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75)<br />
| 70<br />
| Advanced Pulse Lasers<br />
| §800<br />
| 200<br />
| 100<br />
| 200<br />
| 50<br />
| 21<br />
| 6x UFO Power Source<br />
<br />
|-align="center"<br />
| UFO Countermeasures<br />
| Increases Interceptor dodge chance. <br/> (Reduces UFO aim by 15)<br />
| 50<br />
| Seeker Autopsy<br />
| §350<br />
| 10<br />
| 40<br />
| 60<br />
| 0<br />
| 14<br />
| 4x Seeker Wrecks,<br> 4x UFO Flight Computer<br />
<br />
|-align="center"<br />
| UFO Tracking<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions<br />
| 40<br />
| Alien Power Systems<br />
| §300<br />
| 20 <br />
| 0<br />
| 40<br />
| 0<br />
| 28<br />
| 2x UFO Power Source, <br> 2x UFO Flight Computer<br />
<br />
|-align="center"<br />
!colspan="11" | Miscellaneous<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Drone Capture<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
| 75<br />
| EMP Weapons<br />
| §350<br />
| 0<br />
| 100<br />
| 10<br />
| 0<br />
| 21<br />
| 50x Drone Wreck<br />
<br />
|-align="center"<br />
| Improved Arc Thrower<br />
| Increases stunning ability of the Arc Thrower<br />
| 30<br />
| Alien Power Systems<br />
| §100<br />
| 40<br />
| 30<br />
| 30<br />
| 0 <br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|-align="center"<br />
| Tactical Rigging<br />
| Grants one extra item slot to soldiers.<br />
| 60<br />
| Muton Elite Autopsy<br />
| §500<br />
| 0<br />
| 0<br />
| 50<br />
| 10<br />
| 21<br />
| 20x Muton Elite Corpse<br />
<br />
|-align="center"<br />
| Alien Grenades<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
| Muton Autopsy<br />
| §100<br />
| 20<br />
| 20<br />
| 50<br />
| 0<br />
| 7<br />
| 1x Alien Grenade<br />
<br />
|-align="center"<br />
| Advanced Surgery<br />
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.<br />
| 45<br />
| Alien Biocybernetics<br />
| §600<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 21<br />
| 12x Alien Surgery,<br> 12x Alien Stasis Tank<br />
<br />
|-align="center"<br />
| Improved Medikit<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
| 12<br />
| Thin Man Autopsy<br />
| §180<br />
| 0<br />
| 0<br />
| 0<br />
| 10<br />
| 7<br />
| 20x Thin Man Corpses<br />
<br />
|-align="center"<br />
| Advanced Flight<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
| 50<br />
| Antigrav Systems<br />
| §325<br />
| 40<br />
| 0<br />
| 40<br />
| 0<br />
| 14<br />
| 2x Drone Wreck, <br> 2x Heavy Floater Corpse, <br> 5x Cyberdisc Wreck<br />
<br />
|-align="center"<br />
| New Combat Systems<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 30<br />
| 50 <br />
| 20 <br />
| 0<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| SCOPE Upgrade<br />
| SCOPE increases user's chance of scoring a critical hit chance by 10%<br>and increases critical hit chance when using Laser Sight by 5%<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 0<br />
| 35<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Psi Warfare Systems<br />
| Unlocks special psionic gear <br />
| 25<br />
| Xenopsionics<br />
| §100<br />
| 0<br />
| 30<br />
| 20<br />
| 20<br />
| 14<br />
| 12x Sectoid Corpses <br />
<br />
|-align="center"<br />
| Base Security: Weapons<br />
| Blueshirts equip any spare Laser Rifles during an HQ Defense Mission <br />
| 25<br />
| Beam Lasers<br />
| §40<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|-align="center"<br />
| Base Security: Armor<br />
| Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission <br />
| 25<br />
| Improved Body Armor<br />
| §20<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|}<br />
<br />
==See also==<br />
{{ Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=63237MEC Trooper (Long War)2015-03-03T17:00:31Z<p>Zerikin: /* MEC Suits */</p>
<hr />
<div>[[File: Bellator_in_Machina_blue.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
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. <br />
<br />
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.<br />
<br />
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.<br />
<br />
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 customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.<br><br />
Each MEC class "inherits" 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.<br />
<br />
One fundamental (and massive) change to the MEC classes is that 'One For All' is now the 'base ability' 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 ''Light 'Em Up'' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
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 (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic 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 and runs into an exposed position or is mindcontrolled.<br />
<br />
==MEC Suits==<br />
<br />
Like vanilla, there are three 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 utility slots and one or more 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.<br />
<br />
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
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 ''same'' Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.<br />
<br />
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.<br />
<br />
The Alloy Belt's HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.<br />
<br />
{| class="wikitable"<br />
|+ MEC Suits<br />
|- align="center"<br />
!rowspan="2" | Name !! rowspan="2" | HP !! rowspan="2" | Defense !! rowspan="2" | Will !! rowspan="2" | Mobility !! rowspan="2" | DR !! rowspan="2" | Secondary Slots !! rowspan="2" | Small Items !! rowspan="2" | Perks !! colspan="2" | Prerequisites !! colspan="7" | Cost<br />
|- align="center"<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| MEC-1 Paladin<br />
| +8<br />
| +8<br />
| +0<br />
| +3<br />
| 1<br />
| 1<br />
| 2<br />
| -<br />
| 25<br />
| -<br />
| §200<br />
| 50<br />
| 0<br />
| 40<br />
| 15<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| MEC-2 Defender<br />
| +12<br />
| +8<br />
| +0<br />
| +4<br />
| 1.5<br />
| 2<br />
| 2<br />
| -<br />
| 50<br />
| -<br />
| §400<br />
| 100<br />
| 0<br />
| 60<br />
| 30<br />
| 14<br />
| 1x MEC-1<br />
<br />
<br />
|- align="center"<br />
| MEC-3 Valiant<br />
| +8<br />
| +12<br />
| +0<br />
| +6<br />
| 1<br />
| 2<br />
| 2<br />
| -<br />
| 50<br />
| -<br />
| §400<br />
| 80<br />
| 0<br />
| 80<br />
| 30<br />
| 14<br />
| 1x MEC-1<br />
<br />
|- align="center"<br />
| MEC-4 Dauntless<br />
| +20<br />
| +12<br />
| +5<br />
| +5<br />
| 2<br />
| 3<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 160<br />
| 0<br />
| 80<br />
| 50<br />
| 14<br />
| 1x MEC-2<br />
<br />
<br />
|- align="center"<br />
| MEC-5 Devastator<br />
| +24<br />
| +8<br />
| +5<br />
| +2<br />
| 2.5<br />
| 2<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 160<br />
| 0<br />
| 80<br />
| 50<br />
| 14<br />
| 1x MEC-2<br />
<br />
<br />
|- align="center"<br />
| MEC-6 Vanguard<br />
| +12<br />
| +20<br />
| +5<br />
| +9<br />
| 1<br />
| 2<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 120<br />
| 0<br />
| 120<br />
| 50<br />
| 14<br />
| 1x MEC-3<br />
<br />
<br />
|- align="center"<br />
| MEC-7 Vindicator<br />
| +16<br />
| +16<br />
| +5<br />
| +8<br />
| 1.5<br />
| 3<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 120<br />
| 0<br />
| 120<br />
| 50<br />
| 14<br />
| 1x MEC-3<br />
<br />
|}<br />
<br />
==General Usage==<br />
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. <br />
<br />
Due to the MEC'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.<br />
<br />
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 Sectopod. 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's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. <br />
<br />
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 'trap' 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.<br />
<br />
==MEC Classes==<br />
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.<br />
====Jaeger====<br />
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. <br />
Jaegers receive Vital Point Targeting at first rank and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire, twice per turn with Light 'Em Up, destroying even hard-to-hit opponents. They are one of the MEC classes that can receive ''Squadsight'', increasing their effective range by 20%, which is important for a Jaeger, since they have sub-par defence.<br />
<br />
====Pathfinder====<br />
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices. With the ability to receive ''In The Zone'' at maximum rank, which combines very well with their mobility perks, or in conjunction with a cover-destroying, enemy-weakening Shogun or Engineer. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.<br />
<br />
====Valkyrie====<br />
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. <br />
The Valkyrie focuses on making maximum use of the MEC'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 three shots per turn with ''Rapid Fire'' and ''Light 'Em Up''. Valkyries also have access to Lock N' Load , allowing them to keep up with their ammo consumption.<br />
<br />
====Marauder====<br />
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive ''Run 'n' Gun''. 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.<br />
<br />
====Goliath====<br />
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. <br />
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 ''HEAT Ammo'', increasing their main-gun firepower against mechanical enemies.<br />
<br />
====Archer====<br />
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren'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 ''Packmaster'', an Archer can bring a lot of powerful munitions to the fight.<br />
<br />
====Guardian====<br />
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. <br />
The highly-mobile Guardian'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 ''Packmaster'' as a basic ability also allows for fairly extensive use of explosive support equipment such as the Grenade Launcher or Proximity Mine Launcher, or close suppression weapons like the Flamethrower.<br />
<br />
====Shogun====<br />
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. <br />
The Shogun excels at battlefield control by deploying mines and using the ''Sapper'' and ''Collateral Damage'' 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.<br />
<br />
== Absorption Fields ==<br />
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:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields "absorb" up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after Shock Absorbent Armor, but before the MEC's built-in damage reduction and Damage Control perk.<br />
== See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=63236MEC Trooper (Long War)2015-03-03T17:00:01Z<p>Zerikin: /* MEC Suits */</p>
<hr />
<div>[[File: Bellator_in_Machina_blue.png|left|192px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
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. <br />
<br />
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.<br />
<br />
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.<br />
<br />
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 customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.<br><br />
Each MEC class "inherits" 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.<br />
<br />
One fundamental (and massive) change to the MEC classes is that 'One For All' is now the 'base ability' 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 ''Light 'Em Up'' for Valkyries) that helps define their role along with their unique perk tree and stat progression.<br />
<br />
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 (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.<br />
<br />
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic 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 and runs into an exposed position or is mindcontrolled.<br />
<br />
==MEC Suits==<br />
<br />
Like vanilla, there are three 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 utility slots and one or more 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.<br />
<br />
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.<br />
<br />
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 ''same'' Secondary Weapon can be installed, such as multiple grenade launchers, or a dedicated medical MEC packed with Restorative Mist.<br />
<br />
Utility upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.<br />
<br />
The Alloy Belt's HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.<br />
<br />
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.<br />
<br />
{| class="wikitable"<br />
|+ MEC Suits<br />
|- align="center"<br />
!rowspan="2" | Name !! rowspan="2" | HP !! rowspan="2" | Defense !! rowspan="2" | Will !! rowspan="2" | Mobility !! rowspan="2" | DR !! rowspan="2" | Secondary Slots !! rowspan="2" | Small Items !! rowspan="2" | Perks !! colspan="2" | Prerequisites !! colspan="7" | Cost<br />
|- align="center"<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| MEC-1 Paladin<br />
| +8<br />
| +8<br />
| +0<br />
| +3<br />
| 1<br />
| 1<br />
| 2<br />
| -<br />
| 25<br />
| -<br />
| §200<br />
| 50<br />
| 0<br />
| 40<br />
| 15<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| MEC-2 Defender<br />
| +12<br />
| +8<br />
| +0<br />
| +4<br />
| 1.5<br />
| 2<br />
| 2<br />
| -<br />
| 50<br />
| -<br />
| §400<br />
| 100<br />
| 0<br />
| 60<br />
| 30<br />
| 14<br />
| 1x MEC-1<br />
<br />
<br />
|- align="center"<br />
| MEC-3 Valiant<br />
| +8<br />
| +12<br />
| +0<br />
| +6<br />
| 1<br />
| 2<br />
| 2<br />
| -<br />
| 50<br />
| -<br />
| §400<br />
| 80<br />
| 0<br />
| 80<br />
| 30<br />
| 14<br />
| 1x MEC-1<br />
<br />
|- align="center"<br />
| MEC-4 Dauntless<br />
| +20<br />
| +12<br />
| +5<br />
| +5<br />
| 2<br />
| 3<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 160<br />
| 0<br />
| 80<br />
| 50<br />
| 14<br />
| 1x MEC-2<br />
<br />
<br />
|- align="center"<br />
| MEC-5 Devastator<br />
| +24<br />
| +8<br />
| +5<br />
| +2<br />
| 2.5<br />
| 2<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 160<br />
| 0<br />
| 80<br />
| 50<br />
| 14<br />
| 1x MEC-2<br />
<br />
<br />
|- align="center"<br />
| MEC-6 Vanguard<br />
| +12<br />
| +20<br />
| +5<br />
| +9<br />
| 1<br />
| 2<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 120<br />
| 0<br />
| 120<br />
| 50<br />
| 14<br />
| 1x MEC-3<br />
<br />
<br />
|- align="center"<br />
| MEC-7 Vindicator<br />
| +16<br />
| +16<br />
| +5<br />
| +8<br />
| 1.5<br />
| 3<br />
| 3<br />
| -<br />
| 75<br />
| -<br />
| §600<br />
| 120<br />
| 0<br />
| 120<br />
| 50<br />
| 14<br />
| 1x MEC-3<br />
<br />
==General Usage==<br />
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. <br />
<br />
Due to the MEC'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.<br />
<br />
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 Sectopod. 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's "Tank" role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. <br />
<br />
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 'trap' 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.<br />
<br />
==MEC Classes==<br />
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.<br />
====Jaeger====<br />
* The [[Jaeger (Long War)|Jaeger]] is created from the [[Sniper (Long War)|Sniper Class]]. <br />
Jaegers receive Vital Point Targeting at first rank and have the best aim progression of all classes in the game. They excel at delivering highly accurate fire, twice per turn with Light 'Em Up, destroying even hard-to-hit opponents. They are one of the MEC classes that can receive ''Squadsight'', increasing their effective range by 20%, which is important for a Jaeger, since they have sub-par defence.<br />
<br />
====Pathfinder====<br />
* The [[Pathfinder (Long War)|Pathfinder]] is created from the [[Scout (Long War)|Scout Class]]. <br />
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices. With the ability to receive ''In The Zone'' at maximum rank, which combines very well with their mobility perks, or in conjunction with a cover-destroying, enemy-weakening Shogun or Engineer. Pathfinders are also the only MEC with access to the Lightning Reflexes perk.<br />
<br />
====Valkyrie====<br />
* The [[Valkyrie (Long War)|Valkyrie]] is created from the [[Infantry (Long War)|Infantry Class]]. <br />
The Valkyrie focuses on making maximum use of the MEC'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 three shots per turn with ''Rapid Fire'' and ''Light 'Em Up''. Valkyries also have access to Lock N' Load , allowing them to keep up with their ammo consumption.<br />
<br />
====Marauder====<br />
* The [[Marauder (Long War)|Marauder]] is created from the [[Assault (Long War)|Assault Class]]. <br />
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive ''Run 'n' Gun''. 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.<br />
<br />
====Goliath====<br />
* The [[Goliath (Long War)|Goliath]] is created from the [[Gunner (Long War)|Gunner Class]]. <br />
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 ''HEAT Ammo'', increasing their main-gun firepower against mechanical enemies.<br />
<br />
====Archer====<br />
* The [[Archer (Long War)|Archer]] is created from the [[Rocketeer (Long War)|Rocketeer Class]]. <br />
Whilst slow, Archers are capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher. Whilst they aren'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 ''Packmaster'', an Archer can bring a lot of powerful munitions to the fight.<br />
<br />
====Guardian====<br />
* The [[Guardian (Long War)|Guardian]] is created from the [[Medic (Long War)|Medic Class]]. <br />
The highly-mobile Guardian'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 ''Packmaster'' as a basic ability also allows for fairly extensive use of explosive support equipment such as the Grenade Launcher or Proximity Mine Launcher, or close suppression weapons like the Flamethrower.<br />
<br />
====Shogun====<br />
* The [[Shogun (Long War)|Shogun]] is created from the [[Engineer (Long War)|Engineer Class]]. <br />
The Shogun excels at battlefield control by deploying mines and using the ''Sapper'' and ''Collateral Damage'' 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.<br />
<br />
== Absorption Fields ==<br />
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:<br />
fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))<br />
Essentially, absorption fields "absorb" up to 40% of the damage done by a strike, and the bigger the strike, the more damage it absorbs:<br />
{| class="wikitable"<br />
!Damage<br />
!Damage<br>Reduction %<br />
!Damage<br>Reduction<br />
|-<br />
|1||0%||0<br />
|-<br />
|2||0%||0<br />
|-<br />
|3||13%||0.4<br />
|-<br />
|4||20%||0.8<br />
|-<br />
|5||24%||1.2<br />
|-<br />
|6||27%||1.6<br />
|-<br />
|7||29%||2<br />
|-<br />
|8||30%||2.4<br />
|-<br />
|9||31%||2.8<br />
|-<br />
|10||32%||3.2<br />
|-<br />
|11||33%||3.6<br />
|-<br />
|12||33%||4<br />
|-<br />
|13||34%||4.4<br />
|-<br />
|14||34%||4.8<br />
|-<br />
|15||35%||5.2<br />
|-<br />
|16||35%||5.6<br />
|}<br />
<br />
Absorption fields are applied after Shock Absorbent Armor, but before the MEC's built-in damage reduction and Damage Control perk.<br />
== See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]<br />
[[Category: MECs (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Template:Fortiores_Una_(Long_War)&diff=63182Template:Fortiores Una (Long War)2015-03-02T21:27:32Z<p>Zerikin: </p>
<hr />
<div>[[File:MEC OVERDRIVE.png|32px|{{{align|center}}}|Fortiores Una]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (Long War)#Fortiores Una|Fortiores Una]]'''<br/>{{#if:{{{text|}}}|''Members of your squad within 12 tiles gain double damage reduction from cover. (This is about 1.3 for half cover and 2 for high cover.)''}}<br />
<br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (Long War)]]<br />
[[Category: Templates (Long War)]]<br />
</noinclude></div>Zerikinhttps://www.ufopaedia.org/index.php?title=Template:Legio_Patria_Nostra_(Long_War)&diff=63181Template:Legio Patria Nostra (Long War)2015-03-02T21:19:27Z<p>Zerikin: </p>
<hr />
<div>[[File:International Service Cross 1 (EU2012).png|32px|{{{align|center}}}|Legio Patria Nostra]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (Long War)#Legio Patria Nostra|Legio Patria Nostra]]'''<br/>{{#if:{{{text|}}}|''Squad receives +1 Will per different nationality in the squad.''}}<br />
<br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (Long War)]]<br />
[[Category: Templates (Long War)]]<br />
</noinclude></div>Zerikinhttps://www.ufopaedia.org/index.php?title=Template:Fortiores_Una_(Long_War)&diff=63180Template:Fortiores Una (Long War)2015-03-02T21:18:32Z<p>Zerikin: </p>
<hr />
<div>[[File:MEC OVERDRIVE.png|32px|{{{align|center}}}|Fortiores Una]]<div style="text-align: {{{align|center}}};"> '''[[Abilities List (Long War)#Fortiores Una|Fortiores Una]]'''<br/>{{#if:{{{text|}}}|''Members of your squad within 12 tiles gain double damage reduction from cover. (This is about 1 for half cover and 2 for high cover.)''}}<br />
<br />
<noinclude><br />
[[Category: Templates]]<br />
[[Category: Perks (Long War)]]<br />
[[Category: Templates (Long War)]]<br />
</noinclude></div>Zerikinhttps://www.ufopaedia.org/index.php?title=Abilities_List_(Long_War)&diff=63179Abilities List (Long War)2015-03-02T21:06:39Z<p>Zerikin: /* Psionic Abilities */</p>
<hr />
<div>{{TOC hidden}}<br />
<br />
Long War includes numerous changes to existing perks, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors. If for any reason you would like to edit or create a new perk on the wiki, please continue reading [[:Category:Perks_(Long_War)|here]]. <br />
<br />
==Dev commentary==<br />
From Amineri, regarding Mayhem (Oct 11, 2014):<br />
<br />
Mayhem is sort of a funny perk that does a few different things under different circumstances. This is basically derived from vanilla because of the vanilla Heavy having rockets, LMGs, and Suppression, and Mayhem affecting each differently.<br />
<br />
Mayhem + Suppression : currently hard-coded to deal base 2 damage, regardless of equipped weapon. The only perks that can modify this damage is shredding effects on target and HEAT ammo (because that bonus damage is applied in a different code location). HEAT Ammo adds +75% of the weapon's base damage. So an 8 base damage weapon adds +6 to the base damage, so Suppression + Mayhem deals 2 + 6 = 8 damage against robotic enemies with HEAT. A SAW has base 5 damage, so should be dealing 5 * 0.75 = +3 additional damage for a total of 5 damage.<br />
<br />
Mayhem + eWP_Sniper/eWP_Support weapons : This is sniper/strike/SAW/LMG weapons. Mayhem adds a flat, fixed +2 damage to these weapons, which does not vary with tech-level.<br />
<br />
Mayhem + direct damage grenades : this is HE/AP/Alien/MecGrenade/ProximityMind weapons. Mayhem adds +1 damage to most, and +2 damage for alien grenades.<br />
<br />
Mayhem + rockets : this is both HE and Shredder rockets. Damage increased is based on tech level in this case (basically follow<br />
<br />
==Normal Perks==<br />
<br />
===Absorption Fields===<br />
{{Absorption Fields (Long War) |align=left |text=1}}<br />
===Adrenaline Surge ===<br />
{{Adrenaline Surge (Long War) |align=left |text=1}}<br />
===Advanced Fire Control ===<br />
{{Advanced Fire Control (Long War) |align=left |text=1}}<br />
===Aggression ===<br />
{{Aggression (Long War) |align=left |text=1}}<br />
===Automated Threat Assessment ===<br />
{{Automated Threat Assessment (Long War) |align=left |text=1}}<br />
===Battle Scanner ===<br />
{{Battle Scanner (Long War)|align=left |text=1}}<br />
===Body Shield ===<br />
{{Body Shield (Long War)|align=left |text=1}}<br />
===Bombard ===<br />
{{Bombard (Long War)|align=left |text=1}}<br />
===Bring Em On ===<br />
{{Bring Em On (Long War) |align=left |text=1}}<br />
===Close Combat Specialist ===<br />
{{Close Combat Specialist (Long War) |align=left |text=1}}<br />
===Close Encounters ===<br />
{{Close Encounters (Long War) |align=left |text=1}}<br />
===Collateral Damage ===<br />
{{Collateral Damage (Long War) |align=left |text=1}}<br />
===Combat Drugs ===<br />
{{Combat Drugs (Long War) |align=left |text=1}}<br />
===Covering Fire ===<br />
{{Covering Fire (Long War) |align=left |text=1}}<br />
===Damage Control ===<br />
{{Damage Control (Long War) |align=left |text=1}}<br />
===Damn Good Ground ===<br />
{{Damn Good Ground (Long War) |align=left |text=1}}<br />
===Danger Zone ===<br />
{{Danger Zone (Long War) |align=left |text=1}}<br />
===Dense Smoke ===<br />
{{Dense Smoke (Long War) |align=left |text=1}}<br />
===Disabling Shot ===<br />
{{Disabling Shot (Long War) |align=left |text=1}}<br />
===Double Tap ===<br />
{{Double Tap (Long War) |align=left |text=1}}<br />
===Executioner ===<br />
{{Executioner (Long War) |align=left |text=1}}<br />
===Extra Conditioning ===<br />
{{Extra Conditioning (Long War) |align=left |text=1}}<br />
===Field Medic ===<br />
{{Field Medic (Long War) |align=left |text=1}}<br />
===Field Surgeon ===<br />
{{Field Surgeon (Long War) |align=left |text=1}}<br />
===Fire In The Hole ===<br />
{{Fire In The Hole (Long War) |align=left |text=1}}<br />
===Fire Rocket ===<br />
{{Fire Rocket (Long War) |align=left |text=1}}<br />
===Flush ===<br />
{{Flush (Long War) |align=left |text=1}}<br />
===Grenadier ===<br />
{{Grenadier (Long War) |align=left |text=1}}<br />
===Gunslinger ===<br />
{{Gunslinger (Long War) |align=left |text=1}}<br />
===HEAT Ammo ===<br />
{{HEAT Ammo (Long War) |align=left |text=1}}<br />
===HEAT Warheads ===<br />
{{HEAT Warheads (Long War) |align=left |text=1}}<br />
*Be aware if you have Training Roulette on, of the difference between HEAT Ammo and HEAT Warheads.<br />
<br />
===Hit And Run ===<br />
{{Hit And Run (Long War) |align=left |text=1}}<br />
===Holo-Targeting ===<br />
{{Holo-Targeting (Long War) |align=left |text=1}}<br />
===In The Zone ===<br />
{{In The Zone (Long War) |align=left |text=1}}<br />
===Javelin Rockets ===<br />
{{Javelin Rockets (Long War) |align=left |text=1}}<br />
===Jetboot Module ===<br />
{{Jetboot Module (Long War) |align=left |text=1}}<br />
===Killer Instinct ===<br />
{{Killer Instinct (Long War) |align=left |text=1}}<br />
===Light Em Up ===<br />
{{Light Em Up (Long War) |align=left |text=1}}<br />
===Lightning Reflexes ===<br />
{{Lightning Reflexes (Long War) |align=left |text=1}}<br />
===Lock N Load ===<br />
{{Lock N Load (Long War) |align=left |text=1}}<br />
===Lone Wolf ===<br />
{{Lone Wolf (Long War) |align=left |text=1}}<br />
===Low Profile ===<br />
{{Low Profile (Long War) |align=left |text=1}}<br />
===Mayhem ===<br />
{{Mayhem (Long War) |align=left |text=1}}<br />
===One For All ===<br />
{{One For All (Long War) |align=left |text=1}}<br />
===Opportunist ===<br />
{{Opportunist (Long War) |align=left |text=1}}<br />
===Packmaster ===<br />
{{Packmaster (Long War) |align=left |text=1}}<br />
===Paramedic ===<br />
{{Paramedic (Long War) |align=left |text=1}}<br />
===Platform Stability ===<br />
{{Platform Stability (Long War) |align=left |text=1}}<br />
===Precision Shot ===<br />
{{Precision Shot (Long War) |align=left |text=1}}<br />
===Ranger ===<br />
{{Ranger (Long War) |align=left |text=1}}<br />
===Rapid Fire ===<br />
{{Rapid Fire (Long War) |align=left |text=1}}<br />
===Rapid Reaction ===<br />
{{Rapid Reaction (Long War) |align=left |text=1}}<br />
===Reactive Targeting Sensors ===<br />
{{Reactive Targeting Sensors (Long War) |align=left |text=1}}<br />
===Ready For Anything ===<br />
{{Ready For Anything (Long War) |align=left |text=1}}<br />
===Repair ===<br />
{{Repair (Long War) |align=left |text=1}}<br />
===Repair Servos ===<br />
{{Repair Servos (Long War) |align=left |text=1}}<br />
===Resilience ===<br />
{{Resilience (Long War) |align=left |text=1}}<br />
===Revive ===<br />
{{Revive (Long War) |align=left |text=1}}<br />
===Run and Gun ===<br />
{{Run and Gun (Long War) |align=left |text=1}}<br />
===Sapper ===<br />
{{Sapper (Long War) |align=left |text=1}}<br />
===Savior ===<br />
{{Savior (Long War) |align=left |text=1}}<br />
===Sentinel ===<br />
{{Sentinel (Long War) |align=left |text=1}}<br />
===Sentinel Module ===<br />
{{Sentinel Module (Long War) |align=left |text=1}}<br />
===Sharpshooter ===<br />
{{Sharpshooter (Long War) |align=left |text=1}}<br />
===Shock Absorbent Armor ===<br />
{{Shock Absorbent Armor (Long War) |align=left |text=1}}<br />
===Shock And Awe ===<br />
{{Shock And Awe (Long War) |align=left |text=1}}<br />
===Shredder Ammo ===<br />
{{Shredder Ammo (Long War) |align=left |text=1}}<br />
===Smoke And Mirrors ===<br />
{{Smoke And Mirrors (Long War) |align=left |text=1}}<br />
===Smoke Grenade ===<br />
{{Smoke Grenade (Long War) |align=left |text=1}}<br />
===Snapshot ===<br />
{{Snapshot (Long War) |align=left |text=1}}<br />
===Sprinter ===<br />
{{Sprinter (Long War) |align=left |text=1}}<br />
===Squadsight ===<br />
{{Squadsight (Long War) |align=left |text=1}}<br />
===Steadfast ===<br />
{{Steadfast (Long War) |align=left |text=1}}<br />
===Suppression ===<br />
{{Suppression (Long War) |align=left |text=1}}<br />
===Tactical Sense ===<br />
{{Tactical Sense (Long War) |align=left |text=1}}<br />
===Vital Point Targeting ===<br />
{{Vital Point Targeting (Long War) |align=left |text=1}}<br />
===Will To Survive ===<br />
{{Will To Survive (Long War) |align=left |text=1}}<br />
<br />
<br />
==Gene Mods==<br />
<br />
''(see also: [http://http://ufopaedia.org/index.php?title=Gene_Mods_%28Long_War%29 Gene Mods])''<br />
<br />
===Adaptive Bone Marrow===<br />
{{Adaptive Bone Marrow (Long War) |align=left |text=1}}<br />
===Adrenal Neurosympathy===<br />
{{Adrenal Neurosympathy (Long War) |align=left |text=1}}<br />
===Bioelectric Skin ===<br />
{{Bioelectric Skin (Long War)|align=left |text=1}}<br />
===Depth Perception ===<br />
{{Depth Perception (Long War) |align=left |text=1}}<br />
===Hyper-Reactive Pupils ===<br />
{{Hyper-Reactive Pupils (Long War) |align=left |text=1}}<br />
===Iron Skin ===<br />
{{Iron Skin (Long War) |align=left |text=1}}<br />
===Muscle Fiber Density ===<br />
{{Muscle Fiber Density (Long War) |align=left |text=1}}<br />
===Neural Damping ===<br />
{{Neural Damping (Long War) |align=left |text=1}}<br />
===Secondary Heart ===<br />
{{Secondary Heart (Long War) |align=left |text=1}}<br />
===Smart Macrophages ===<br />
{{Smart Macrophages (Long War) |align=left |text=1}}<br />
<br />
<br />
==Officer Training==<br />
<br />
''(See also: [http://http://ufopaedia.org/index.php?title=Officers_%28Long_War%29 Officers])''<br />
<br />
===Band Of Warriors ===<br />
{{Band Of Warriors (Long War)|align=left |text=1}}<br />
===Esprit De Corps ===<br />
{{Esprit De Corps (Long War) |align=left |text=1}}<br />
===Fortiores Una ===<br />
{{Fortiores Una (Long War) |align=left |text=1}}<br />
===Into The Breach ===<br />
{{Into The Breach (Long War) |align=left |text=1}}<br />
===Lead By Example ===<br />
{{Lead By Example (Long War) |align=left |text=1}}<br />
===Legio Patria Nostra ===<br />
{{Legio Patria Nostra (Long War) |align=left |text=1}}<br />
===So Others May Live ===<br />
{{So Others May Live (Long War) |align=left |text=1}}<br />
===So Shall You Fight ===<br />
{{So Shall You FIght (Long War) |align=left |text=1}}<br />
===Semper Vigilans ===<br />
{{Semper Vigilans (Long War) |align=left |text=1}}<br />
===Stay Frosty ===<br />
{{Stay Frosty (Long War) |align=left |text=1}}<br />
===Combined Arms ===<br />
{{Combined Arms (Long War) |align=left |text=1}}<br />
<br />
<br />
==Psionic Abilities==<br />
<br />
''(See also: [[Psionic_(Long_War)|Psionics]])''<br />
<br />
===Distortion Field ===<br />
{{Distortion Field (Long War) |align=left |text=1}}<br />
===Telekinetic Field ===<br />
{{Telekinetic Field (Long War) |align=left |text=1}}<br />
===Mind Control ===<br />
{{Mind Control (Long War) |align=left |text=1}}<br />
===Mind Merge ===<br />
{{Mind Merge (Long War) |align=left |text=1}}<br />
===Mindfray ===<br />
{{Mindfray (Long War) |align=left |text=1}}<br />
===Neural Feedback ===<br />
{{Neural Feedback (Long War) |align=left |text=1}}<br />
===Psi Inspiration ===<br />
{{Psi Inspiration (Long War) |align=left |text=1}}<br />
===Psi Panic ===<br />
{{Psi Panic (Long War) |align=left |text=1}}<br />
===Psi Shadow ===<br />
{{Psi Shadow (Long War) |align=left |text=1}}<br />
===Psychokinetic Strike ===<br />
{{Psychokinetic Strike (Long War) |align=left |text=1}}<br />
===Regen Biofield ===<br />
{{Regen Biofield (Long War) |align=left |text=1}}<br />
===Rift ===<br />
{{Rift (Long War) |align=left |text=1}}<br />
<br />
<br />
[[Category: Long War]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Psionic_(Long_War)&diff=63178Psionic (Long War)2015-03-02T20:53:26Z<p>Zerikin: /* In-game application of powers */</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
[[File: Soldiers_PSI.png|left|192px]]<br />
'''Psi powers''' have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. <br />
<gallery mode="packed" caption="Class icons" widths="64px" heights="128px" ><br />
File: PSIONIC ASSAULT.png|Assault '''+''' Infantry<br />
File: PSIONIC HEAVY.png|Rocketeer '''+''' Gunner<br />
File: PSIONIC SNIPER.png|Sniper '''+''' Scout<br />
File: PSIONIC SUPPORT.png|Medic '''+''' Engineer<br />
</gallery><br />
<br />
<br />
<br />
== Psi-abilities ==<br />
{| class="wikitable" width="100%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Psionic Ability<br />
<br />
|- align="center" <br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Awakened'''<br />
| width="30%" | {{ Mindfray (Long War)|text=1}}<br />
| width="30%" | {{ Neural Feedback (Long War)|text=1}}<br />
| width="30%" | {{ Regen Biofield (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Sensitive'''<br />
| width="30%" | {{Psi Inspiration (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{Distortion Field (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Talent'''<br />
| width="30%" | {{ Mind Merge (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{Psi Panic (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Adept''' <br />
| width="30%" | {{ Telekinetic Field (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{ Psychokinetic Strike (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Psion'''<br />
| width="30%" | <br />
| width="30%" | {{ Mind Control (Long War)|text=1}}<br />
| width="30%" | <br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Master'''<br />
| width="30%" | <br />
| width="30%" | {{ Rift (Long War)|text=1}}<br />
| width="30%" | <br />
|- align="center"<br />
|}<br />
<br />
== Training ==<br />
<br />
=== Limitations ===<br />
<br />
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]] and soldiers with the Neural Damping gene mod are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.<br />
<br />
=== Unlocking Psi powers ===<br />
<br />
By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.<br />
<br />
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/60) damage reduction.<br />
<br />
=== Psi XP ===<br />
<br />
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. <br />
Reaching a threshold of Psi XP is required to undergo additional Psi Training ('extra' Psi XP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and its success is affected by the tester's will score. <br />
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current Psi XP level and cap in their Barracks profile. <br />
<br />
===Psi Ranks and XP gain===<br />
<br />
In Long War Psi XP is for the most part awarded passively only after a successful mission. It can also be gained by resisting Psi attacks. Thus, the more missions a soldiers completes, the faster s/he will unveil the mystery behind his/hers psionic powers. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned.<br />
The table below shows that a soldier gains a new Psi Rank approximately for 5 completed missions. Thus, to achieve the final rank of Psi Master you should require approximately 31 missions per soldier. <br><br />
<br />
* A Neuroregulator that provides +20% Psi XP gain can speed up Psi Advancement and save the soldier a couple of missions.<br />
{| class="wikitable" width="50%" <br />
|+<br />
|-align="center"<br />
! colspan="5"| Psi ranks and Psi XP gain <br />
|-<br />
! width="30%"| Name !! width="10%"|{{ XP (Long War)}} '''to level''' !! width="40%"|{{XP (Long War)}} '''per ability''' !! width="10%"|'''Type of gain''' !! width="10%"|'''Total passive gain per mission'''<br />
|-align="center"<br />
| [[File:Mind_Shield.png|40px]] <br>'''Resist Psi Attack''' || N/A ||10 Psi XP per application || Active || -<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]]<br> '''Basic Exposure''' || N/A|| 20 Psi XP per successful mission || Passive || 20<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Awakened'''||100|| 10 Psi XP per successful mission || Passive || 30<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Sensitive''' ||250|| 20 Psi XP per successful mission || Passive|| 50<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Talent''' || 500 || 20 Psi XP per successful mission || Passive || 70<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Adept''' || 850 || 30 Psi XP per successful mission || Passive || 100<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Psion''' || 1250 || 30 Psi XP per successful mission || Passive || 130<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Master*''' || 2000 || None || Passive || -<br />
|}<br />
*Mind Control an Ethereal (each soldier must individually do this to achieve the rank of Psi Master) in addition to the XP requirement<br />
<br />
=== Success rate ===<br />
<br />
The success rate of the training depends on the soldier's Will and the level. If the target Will for the level is equal to the soldier's Will, the chance is 50% (25% if More Than Human is active). It increases asymptotically to 100% at infinite Will and drops to 0% at 0 Will.<br />
<br />
The target Will values are:<br />
<br />
* '''Level 1:''' 60<br />
* '''Level 2:''' 70<br />
* '''Level 3:''' 80<br />
* '''Level 4:''' 90<br />
* '''Level 5:''' 100<br />
* '''Level 6:''' 120<br />
<br />
=== Effects on fatigue ===<br />
<br />
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others - even those in the same tier.<br />
<br />
== In-game application of powers ==<br />
<br />
*Only one power from Psi rank can be chosen. Note that some powers cannot be cast on the same target (i.e.: an Inspired soldier cannot be Merged with). Be mindful that several powers are passive abilities.<br />
*In order to unlock most powers, it is necessary to complete some research or achieve some feats in-game.<br />
<br />
{| class="wikitable" width="90%" <br />
|- <br />
! width="18%" align="left" | Psionic Ability<br />
! width="18%" align="left" | Prerequisite<br />
! width="80%" align="left" colspan="1"| Description<br />
|-<br />
| [[File:PSIONIC MINDFRAY.png|48px|right]] '''Mind Fray''' || None || If successful, deals 1 damage to the target and applies a 'Hallucinations' status effect that reduces the victim's will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.<br />
|-<br />
| [[File:Neural_Feedback.png|48px|right]] '''Neural Feedback''' || Floater Interrogation || Causes damage to the psi attacker (much less than in vanilla) and puts all their psi attacks on cool down. Is always on and also provides protection to nearby allies. Damage scales with will difference between psi attacker and psi defender.<br />
|-<br />
| [[File:Regen_Biofield.png|48px|right]] '''Regen Biofield''' || Thin Man Interrogation || Like the Elite EXALT Medic's ability, provides +1 health regeneration to all ally units within 3 tiles of the Psionic Trooper. It triggers only if an ally is wounded beyond bonus Armor HP.<br />
|-<br />
| [[File:PSIONIC PSIINSPIRATION.png|48px|right]] '''Psi Inspiration''' || Sectoid Interrogation || Psi Inspiration removes all harmful mental effects (panic, hallucination, fallen comrades penalty) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. Psi Inspiration is the only power available without conducting autopsies or interrogations.<br />
|-<br />
| [[File:Distortion_Field.png|48px|right]] '''Distortion Field''' || Muton Interrogation || Works the same as the vanilla MEC ability, that is, provides +10 defense to all units within 4 tiles of the Psionic Trooper. Is always on. However, watch out for grenade-bait formations.<br />
|-<br />
| [[File:PSIONIC MINDMERGE.png|48px|right]] '''Mind merge ''' || Sectoid Commander Autopsy || Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user's Will. It also grants increased critical hit chance and a will bonus, which also scales with the mind merge caster's will. Mind merge can't be applied to psionically active targets such as soldiers with Psi Inspiration buff or those who are already mind merged. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.<br />
|-<br />
| [[File:PSIONIC PANIC.png|48px|right]] '''Psi Panic''' || Sectoid Commander Interrogation || Cause target to panic, if the target's Will check is failed. Robotic enemies are immune with the exception of the [[Mechtoid (EU2012)|Mechtoids]]. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it's now a reliable two turn disable. <br />
|-<br />
| [[File:Psi_Shadow.png|48px|right]] '''Psi Shadow''' || Sectoid Commander Interrogation || Similar to Mimetic Skin, save for that if the enemy gets around the full cover, it is immediately dropped. Also, Low Profile will allow you to move undetected to half-cover, but it will also be immediately dropped on arrival.<br />
|-<br />
| [[File:PSIONIC PSIDRAIN.png|48px|right]] '''Psychokinetic Strike''' || Berserker Interrogation || A cover-destroying, free-aimed psionic attack. AoE ''trigger'' field about the size of a grenade's blast, any destructible item that is even partially in the field is ''entirely'' destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.<br />
|-<br />
| [[File:PSIONIC TELEKINETICFIELD.png|48px|right]] '''Telekinetic Field''' || Ethereal Autopsy || Same as vanilla: +40 defense in a wide radius, centered on the caster, reveals [[Seeker (EU2012)|Seekers]]. As with Distortion Field, beware of grenades and other area attacks.<br />
|-<br />
| [[File:PSIONIC MINDCONTROL.png|48px|right]] '''Mind Control''' || Ethereal Interrogation || Same as vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while under Mind Control.<br />
|-<br />
| [[File:PSIONIC RIFT.png|48px|right]] '''Rift''' || Ethereal Mind Control || A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.<br />
|}<br />
<br />
== Tactical Advice ==<br />
*'''Neural Feedback''' vs '''Psi Inspiration''' vs '''Mind Fray'''<br />
Mindfray could be a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their aoe abilities. It also exposes the target for further psionic attacks. Neural Feedback on a high will soldier can do significant damage to psionic enemies and protect the squad from falling victim to further psionic abilities. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.<br />
<br />
*'''Psi Panic''' vs '''Mind Merge'''<br />
Psi Panic is an excellent way to disable key aliens when (read: not "if") you get overwhelmed, while Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers.<br />
<br />
*'''Distortion Field''' vs '''Regen Biofield'''<br />
Both passive abilities, it's a bit of a tossup between a nudge to maybe avoid a hit, or recover a smidgeon ''after'' being hit.<br />
<br />
*'''Telekinetic Field''' vs '''Psychokinetic Strike''' vs '''Psi Shadow'''<br />
Three very good abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range soldiers. PK Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don't want to blow a rocket or grenade on some cover. Invisibility is still a Sniper or Scout's best friend.<br />
<br />
*'''Regen Double Dip MC'''<br />
If you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it's turn.<br />
<br />
*'''Suit up for the Rift'''<br />
To use Rift in battle, there are 4 requirements a soldier must meet:<br />
* Gain sufficient PXP<br />
* Have previously Mind Controlled an Ethereal<br />
* Successfully completed the training in the Psi Lab<br />
* And lastly, the soldier ''must'' wear either the Aurora or Vortex armor into battle (as of Beta 14). Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.<br />
<br />
=== Mind Controlling an Ethereal ===<br />
<br />
Base ethereal will is 120 on normal/classic, 140 on brutal, and 145 on impossible<br />
<br />
Ethereals get +45 will at max research (900 days in, the first +15 increase is at 420 days)<br />
<br />
Ethereal pod leaders can get up to another +55 will<br />
<br />
In order for MC to have a 50% chance of succeeding Your psionic soldier must have 30 more will (buffs included) than the target.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Psionic_(Long_War)&diff=63177Psionic (Long War)2015-03-02T20:46:03Z<p>Zerikin: /* Psi-abilities */</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
[[File: Soldiers_PSI.png|left|192px]]<br />
'''Psi powers''' have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic ([[#Limitations|barring some exceptions]]). There are many more powers distributed among more levels. <br />
<gallery mode="packed" caption="Class icons" widths="64px" heights="128px" ><br />
File: PSIONIC ASSAULT.png|Assault '''+''' Infantry<br />
File: PSIONIC HEAVY.png|Rocketeer '''+''' Gunner<br />
File: PSIONIC SNIPER.png|Sniper '''+''' Scout<br />
File: PSIONIC SUPPORT.png|Medic '''+''' Engineer<br />
</gallery><br />
<br />
<br />
<br />
== Psi-abilities ==<br />
{| class="wikitable" width="100%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Psionic Ability<br />
<br />
|- align="center" <br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Awakened'''<br />
| width="30%" | {{ Mindfray (Long War)|text=1}}<br />
| width="30%" | {{ Neural Feedback (Long War)|text=1}}<br />
| width="30%" | {{ Regen Biofield (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Sensitive'''<br />
| width="30%" | {{Psi Inspiration (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{Distortion Field (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Talent'''<br />
| width="30%" | {{ Mind Merge (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{Psi Panic (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Adept''' <br />
| width="30%" | {{ Telekinetic Field (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{ Psychokinetic Strike (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Psion'''<br />
| width="30%" | <br />
| width="30%" | {{ Mind Control (Long War)|text=1}}<br />
| width="30%" | <br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Master'''<br />
| width="30%" | <br />
| width="30%" | {{ Rift (Long War)|text=1}}<br />
| width="30%" | <br />
|- align="center"<br />
|}<br />
<br />
== Training ==<br />
<br />
=== Limitations ===<br />
<br />
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]] and soldiers with the Neural Damping gene mod are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.<br />
<br />
=== Unlocking Psi powers ===<br />
<br />
By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.<br />
<br />
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/60) damage reduction.<br />
<br />
=== Psi XP ===<br />
<br />
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. <br />
Reaching a threshold of Psi XP is required to undergo additional Psi Training ('extra' Psi XP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and its success is affected by the tester's will score. <br />
After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current Psi XP level and cap in their Barracks profile. <br />
<br />
===Psi Ranks and XP gain===<br />
<br />
In Long War Psi XP is for the most part awarded passively only after a successful mission. It can also be gained by resisting Psi attacks. Thus, the more missions a soldiers completes, the faster s/he will unveil the mystery behind his/hers psionic powers. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned.<br />
The table below shows that a soldier gains a new Psi Rank approximately for 5 completed missions. Thus, to achieve the final rank of Psi Master you should require approximately 31 missions per soldier. <br><br />
<br />
* A Neuroregulator that provides +20% Psi XP gain can speed up Psi Advancement and save the soldier a couple of missions.<br />
{| class="wikitable" width="50%" <br />
|+<br />
|-align="center"<br />
! colspan="5"| Psi ranks and Psi XP gain <br />
|-<br />
! width="30%"| Name !! width="10%"|{{ XP (Long War)}} '''to level''' !! width="40%"|{{XP (Long War)}} '''per ability''' !! width="10%"|'''Type of gain''' !! width="10%"|'''Total passive gain per mission'''<br />
|-align="center"<br />
| [[File:Mind_Shield.png|40px]] <br>'''Resist Psi Attack''' || N/A ||10 Psi XP per application || Active || -<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]]<br> '''Basic Exposure''' || N/A|| 20 Psi XP per successful mission || Passive || 20<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Awakened'''||100|| 10 Psi XP per successful mission || Passive || 30<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Sensitive''' ||250|| 20 Psi XP per successful mission || Passive|| 50<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Talent''' || 500 || 20 Psi XP per successful mission || Passive || 70<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Adept''' || 850 || 30 Psi XP per successful mission || Passive || 100<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Psion''' || 1250 || 30 Psi XP per successful mission || Passive || 130<br />
|-align="center"<br />
| [[File:CLASS PSIONIC.png|40px]] <br>'''Master*''' || 2000 || None || Passive || -<br />
|}<br />
*Mind Control an Ethereal (each soldier must individually do this to achieve the rank of Psi Master) in addition to the XP requirement<br />
<br />
=== Success rate ===<br />
<br />
The success rate of the training depends on the soldier's Will and the level. If the target Will for the level is equal to the soldier's Will, the chance is 50% (25% if More Than Human is active). It increases asymptotically to 100% at infinite Will and drops to 0% at 0 Will.<br />
<br />
The target Will values are:<br />
<br />
* '''Level 1:''' 60<br />
* '''Level 2:''' 70<br />
* '''Level 3:''' 80<br />
* '''Level 4:''' 90<br />
* '''Level 5:''' 100<br />
* '''Level 6:''' 120<br />
<br />
=== Effects on fatigue ===<br />
<br />
A psi-trained soldier takes longer to recover from post-battle [[Soldiers (Long War)#Fatigue|fatigue]]. The increase is dependent upon powers learned, with some powers incurring a greater level of fatigue than others - even those in the same tier.<br />
<br />
== In-game application of powers ==<br />
<br />
*Only one power from Psi rank can be chosen. Note that some powers cannot be cast on the same target (i.e.: an Inspired soldier cannot be Merged with). Be mindful that several powers are passive abilities.<br />
*In order to unlock most powers, it is necessary to complete some research or achieve some feats in-game.<br />
<br />
{| class="wikitable" width="90%" <br />
|- <br />
! width="18%" align="left" | Psionic Ability<br />
! width="18%" align="left" | Prerequisite<br />
! width="80%" align="left" colspan="1"| Description<br />
|-<br />
| [[File:PSIONIC PSIINSPIRATION.png|48px|right]] '''Psi Inspiration''' || None || Psi Inspiration removes all harmful mental effects (panic, hallucination, fallen comrades penalty) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket. Psi Inspiration is the only power available without conducting autopsies or interrogations.<br />
|-<br />
| [[File:Neural_Feedback.png|48px|right]] '''Neural Feedback''' || Floater Interrogation || Causes damage to the psi attacker (much less than in vanilla) and puts all their psi attacks on cool down. Is always on and also provides protection to nearby allies. Damage scales with will difference between psi attacker and psi defender.<br />
|-<br />
| [[File:PSIONIC MINDFRAY.png|48px|right]] '''Mind Fray''' || Sectoid Interrogation || If successful, deals 1 damage to the target and applies a 'Hallucinations' status effect that reduces the victim's will, aim, and mobility. Because of the greatly reduced damage (thankfully, since Sectoids now use it from day one) this is more of a debuff than a damage ability.<br />
|-<br />
| [[File:PSIONIC MINDMERGE.png|48px|right]] '''Mind merge ''' || Sectoid Commander Autopsy || Merge minds with the target, granting the target temporarily increased health for aliens and damage reduction for XCOM operatives based on user's Will. It also grants increased critical hit chance and a will bonus, which also scales with the mind merge caster's will. Mind merge can't be applied to psionically active targets such as soldiers with Psi Inspiration buff or those who are already mind merged. Especially effective in combination with Pulse Laser weapons and SCOPEs, which can both provide critical hit chance boosts as well.<br />
|-<br />
| [[File:PSIONIC PANIC.png|48px|right]] '''Psi Panic''' || Berserker Interrogation || Cause target to panic, if the target's Will check is failed. Robotic enemies are immune with the exception of the [[Mechtoid (EU2012)|Mechtoids]]. 2 turn cooldown. Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it's now a reliable two turn disable. <br />
|-<br />
| [[File:Regen_Biofield.png|48px|right]] '''Regen Biofield''' || Thin Man Interrogation || Like the Elite EXALT Medic's ability, provides +1 health regeneration to all ally units within 3 tiles of the Psionic Trooper. It triggers only if an ally is wounded beyond bonus Armor HP.<br />
|-<br />
| [[File:Distortion_Field.png|48px|right]] '''Distortion Field''' || Muton Interrogation || Works the same as the vanilla MEC ability, that is, provides +10 defense to all units within 4 tiles of the Psionic Trooper. Is always on. However, watch out for grenade-bait formations.<br />
|-<br />
| [[File:Psi_Shadow.png|48px|right]] '''Psi Shadow''' || Sectoid Commander Interrogation || Similar to Mimetic Skin, save for that if the enemy gets around the full cover, it is immediately dropped. Also, Low Profile will allow you to move undetected to half-cover, but it will also be immediately dropped on arrival.<br />
|-<br />
| [[File:PSIONIC PSIDRAIN.png|48px|right]] '''Psychokinetic Strike''' || Heavy Floater Interrogation || A cover-destroying, free-aimed psionic attack. AoE ''trigger'' field about the size of a grenade's blast, any destructible item that is even partially in the field is ''entirely'' destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.<br />
|-<br />
| [[File:PSIONIC TELEKINETICFIELD.png|48px|right]] '''Telekinetic Field''' || Ethereal Autopsy || Same as vanilla: +40 defense in a wide radius, centered on the caster, reveals [[Seeker (EU2012)|Seekers]]. As with Distortion Field, beware of grenades and other area attacks.<br />
|-<br />
| [[File:PSIONIC MINDCONTROL.png|48px|right]] '''Mind Control''' || Ethereal Interrogation || Same as vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while under Mind Control.<br />
|-<br />
| [[File:PSIONIC RIFT.png|48px|right]] '''Rift''' || Ethereal Mind Control || A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle; this must be done for every soldier that you wish to learn Rift.<br />
|}<br />
<br />
== Tactical Advice ==<br />
*'''Neural Feedback''' vs '''Psi Inspiration''' vs '''Mind Fray'''<br />
Mindfray could be a great tool to limit effectiveness of a single dangerous foe and decrease the threat of their aoe abilities. It also exposes the target for further psionic attacks. Neural Feedback on a high will soldier can do significant damage to psionic enemies and protect the squad from falling victim to further psionic abilities. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.<br />
<br />
*'''Psi Panic''' vs '''Mind Merge'''<br />
Psi Panic is an excellent way to disable key aliens when (read: not "if") you get overwhelmed, while Mind Merge can both protect the soldier from harm and improve his chances to both resist and deploy psionic powers.<br />
<br />
*'''Distortion Field''' vs '''Regen Biofield'''<br />
Both passive abilities, it's a bit of a tossup between a nudge to maybe avoid a hit, or recover a smidgeon ''after'' being hit.<br />
<br />
*'''Telekinetic Field''' vs '''Psychokinetic Strike''' vs '''Psi Shadow'''<br />
Three very good abilities, soldier class will be the primary decider, followed by playstyle. TK Field lasts one round and needs to be used, but is vastly more powerful than Distortion field; good for mid-range soldiers. PK Strike can turn any soldier in to an ersatz Sapper Engineer, or can be used when you don't want to blow a rocket or grenade on some cover. Invisibility is still a Sniper or Scout's best friend.<br />
<br />
*'''Regen Double Dip MC'''<br />
If you Mind Control an alien with health regeneration, keep in mind that it will heal at the end of your turn, be released (and take actions), then heal again at the end of it's turn.<br />
<br />
*'''Suit up for the Rift'''<br />
To use Rift in battle, there are 4 requirements a soldier must meet:<br />
* Gain sufficient PXP<br />
* Have previously Mind Controlled an Ethereal<br />
* Successfully completed the training in the Psi Lab<br />
* And lastly, the soldier ''must'' wear either the Aurora or Vortex armor into battle (as of Beta 14). Otherwise, the icon for this ultimate attack will not appear, even if all other requirements are met.<br />
<br />
=== Mind Controlling an Ethereal ===<br />
<br />
Base ethereal will is 120 on normal/classic, 140 on brutal, and 145 on impossible<br />
<br />
Ethereals get +45 will at max research (900 days in, the first +15 increase is at 420 days)<br />
<br />
Ethereal pod leaders can get up to another +55 will<br />
<br />
In order for MC to have a 50% chance of succeeding Your psionic soldier must have 30 more will (buffs included) than the target.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Repair_Bay_(Long_War)&diff=63176Repair Bay (Long War)2015-03-02T20:37:01Z<p>Zerikin: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
{{Facilities Data Box (Long War)<br />
|image=Fac_cyberneticslab.png<br />
|isize=256<br />
|effect=[[MEC Trooper (Long War)|MEC Troopers]]<br />
|adjacency=[[Workshop (Long War)|Workshop]] (+5% discount/refund)<br />
|prerequisites=None<br />
|manpower=None<br />
|credits=50<br />
|quick credits=75<br />
|quick meld=10<br />
|build time=10<br />
|quick build time=5<br />
|maintenance=10<br />
|power=4<br />
|}}<br />
<br />
The Repair Bay enables augmentation of soldiers into MEC [[MEC Trooper (Long War)|Troopers]] via the Engineering menu tab. Only one Repair Bay may be constructed, although it counts as a Workshop if built next to one. Dr. Shen strongly recommends that XCOM build and deploy MECs as quickly as possible.<br />
<br />
* Mechanized Exoskeletal Cybersuits, or MECs, are powerful battlesuits that mount an array of useful weaponry and support equipment. In Long War, these can be ordered and built from the Armors tab in the "Build Items" menu entry instead of the previous Enemy Within Inventory system.<br />
<br />
* Each MEC can be customized to fit specific tactical approaches. If a MEC Trooper dies, his MEC suit is destroyed.<br />
<br />
* Please note that in Long War weapons, equipment and armor may become damaged and require some mending and repair after a mission. The Repair bay enables this new function, which requires a fraction of the build cost of each item and some time.<br />
<br />
==See also ==<br />
{{ Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]<br />
[[Category: Soldiers (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=63170Foundry (Long War)2015-03-02T17:00:13Z<p>Zerikin: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Foundry.jpg<br />
|isize=256<br />
|effect=Development of new combat items and improvements to current items<br />
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)<br />
|prerequisites=None<br />
|other=None<br />
|credits=200<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=18 <br />
|quick credits=300<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=10<br />
|quick build time=9 <br />
|maintenance=25<br />
|power=6<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Foundry Projects ===<br />
{| class="wikitable"<br />
|+ Projects<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost<br />
|-align="center"<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|- align="center"<br />
! colspan="11" | SHIV-Specific Upgrades<br />
<br />
|- align="center"<br />
| Field Repairs<br />
| Allows arc throwers to be used to repair SHIVS and MECs<br />
| 15<br />
| Drone Autopsy<br />
| §100<br />
| 10<br />
| 10<br />
| 10<br />
| 50<br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|- align="center"<br />
| SHIV Defenses<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
| 30<br />
| Mobile Power Armor<br />
| §150<br />
| 60<br />
| 25<br />
| 0<br />
| 0<br />
| 10<br />
| 2x Cyberdisk Wreck<br />
<br />
|- align="center"<br />
| SHIV Suppression<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
| Alien Weaponry<br />
| §40<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|- align="center"<br />
| Sentinel Drone<br />
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.<br />
| 50<br />
| Cyberdisc Autopsy<br />
| §150<br />
| 40<br />
| 0<br />
| 20<br />
| 0<br />
| 21<br />
| 5x Drone Wreck, <br> 5x UFO Flight Computer<br />
|-<br />
!colspan="11" | General Mechanical Unit Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|- align="center"<br />
| Advanced Servomotors<br />
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
| Mechtoid Autopsy<br />
| §300<br />
| 60<br />
| 0<br />
| 40<br />
| 35<br />
| 14<br />
| 8x Mechtoid Core<br />
<br />
|- align="center"<br />
| Advanced Repair<br />
| Increases Interceptor and SHIV repair speed<br />
| 45<br />
| Heavy Floater Autopsy<br />
| §500<br />
| 100<br />
| 0<br />
| 0<br />
| 40<br />
| 21<br />
| 4x Heavy Floater Corpse<br />
<br />
|- align="center"<br />
| Shaped Armor<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
| Floater Autopsy<br />
| §300<br />
| 80<br />
| 0<br />
| 40<br />
| 20<br />
| 21<br />
| 25x Floater Corpses<br />
<br />
|- align="center"<br />
| MEC Close Combat<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
| 50<br />
| Berserker Autopsy<br />
| §300<br />
| 60<br />
| 30<br />
| 30<br />
| 20<br />
| 7<br />
| 8x Berserker Corpse<br />
<br />
|- align="center"<br />
| Jellied Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
| Elerium<br />
| §100<br />
| 40<br />
| 50<br />
| 80<br />
| 20<br />
| 10<br />
| - <br />
<br />
<br />
|-align="center"<br />
| MEC Warfare Systems<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
| Alien Biocybernetics<br />
| §25<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|- align="center"<br />
!colspan="11" | General Weapon Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Enhanced Ballistics<br />
| Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
| Alien Materials<br />
| §80<br />
| 10<br />
| 20<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Enhanced Lasers<br />
| Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
| Advanced Beam Lasers<br />
| §150<br />
| 40<br />
| 15<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|- align="center"<br />
| Enhanced Plasma<br />
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs.<br />
| 75<br />
| Precision Plasma Weapons<br />
| §500<br />
| 100<br />
| 100<br />
| 100<br />
| 0 <br />
| 21<br />
| 1x Plasma Dragon <br />
<br />
|-align="center"<br />
| Ammo Conservation<br />
| Increases the ammo capacity of weapons by 1 shot/burst.<br />
| 75<br />
| Muton Autopsy<br />
| §600<br />
| 130<br />
| 40<br />
| 100<br />
| 40<br />
| 14<br />
| 20x Muton Corpses<br />
<br />
|-align="center"<br />
!colspan="11" | Pistol Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Mag Pistols<br />
| Grants + 10% Critical hit chance to all pistols <br />
| 10<br />
| Alien Weaponry<br />
| §35<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|-align="center"<br />
| Rail Pistols<br />
| Grants +10% Aim to all pistols<br />
| 20<br />
| Gauss Weapons<br />
| §90<br />
| 10<br />
| 35<br />
| 0<br />
| 0<br />
| 10<br />
| -<br />
<br />
|-align="center"<br />
| Reflex Pistols<br />
| Grants +1 damage to all pistols<br />
| 35<br />
| Compact Plasma Weapons<br />
| §145<br />
| 30<br />
| 60<br />
| 30<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Material Recovery<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Improved Salvage<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
| Alien Materials<br />
| §200<br />
| 40<br />
| 0<br />
| 20<br />
| 20<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| Alien Metallurgy<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
| Alien Materials<br />
| §300<br />
| 30<br />
| 0<br />
| 10<br />
| 60<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Alien Nucleonics<br />
| Increases Elerium recovery from combat.<br />
| 45<br />
| Alien Power Systems<br />
| §500<br />
| 120<br />
| 0<br />
| 40<br />
| 75<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Aerospace Improvements<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Aircraft Boosters<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
| Alien Materials<br />
| §50<br />
| 0<br />
| 10<br />
| 0<br />
| 10<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Elerium Afterburners<br />
| Increases Interceptor combat time. <br/> (Increases combat time by 5 seconds)<br />
| 45<br />
| Alien Propulsion<br />
| §200<br />
| 30<br />
| 0<br />
| 30<br />
| 0<br />
| 14<br />
| 2x Alien Power Source<br />
<br />
|-align="center"<br />
| Armored Fighters<br />
| Increases Interceptor HP. <br/>(Adds 1000 hp to all interceptors)<br />
| 30<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 200<br />
| 0<br />
| 60<br />
| 35<br />
| 14<br />
| 30x Floater Corpse<br />
<br />
|-align="center"<br />
| Wingtip Sparrowhawks<br />
| Grants Interceptors secondary armor-piercing missiles. <br/> (Each missile does 1/2 stingray damage)<br />
| 55<br />
| Advanced Aerospace Concepts<br />
| §500<br />
| 120<br />
| 80<br />
| 20<br />
| 80<br />
| 21<br />
| -<br />
<br />
|-align="center"<br />
| Penetrator Weapons<br />
| Increases armor penetration of air-to-air weapons. <br/> (Increases interceptor armor penetration by 5)<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §300<br />
| 80<br />
| 45<br />
| 0<br />
| 0<br />
| 14<br />
| 3x Cyberdisc Wreck,<br> 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Super Skyranger<br />
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §200<br />
| 60<br />
| 0<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Improved Avionics<br />
| Increases Interceptor hit chance. <br/>(Increases interceptor aim by 10)<br />
| 40<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 10<br />
| 50<br />
| 0<br />
| 0<br />
| 14<br />
| 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Stealth Satellites<br />
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)<br />
| 115<br />
| Stealth Systems<br />
| §1200<br />
| 200<br />
| 0<br />
| 200<br />
| 0 <br />
| 28<br />
| 10x UFO Flight Computer, <br> 10x Seeker Wreck<br />
<br />
|-align="center"<br />
| Supercapacitors<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons. <br/> (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75)<br />
| 70<br />
| Advanced Pulse Lasers<br />
| §800<br />
| 200<br />
| 100<br />
| 200<br />
| 50<br />
| 21<br />
| 6x UFO Power Source<br />
<br />
|-align="center"<br />
| UFO Countermeasures<br />
| Increases Interceptor dodge chance. <br/> (Reduces UFO aim by 15)<br />
| 50<br />
| Seeker Autopsy<br />
| §350<br />
| 10<br />
| 40<br />
| 60<br />
| 0<br />
| 14<br />
| 4x Seeker Wrecks,<br> 4x UFO Flight Computer<br />
<br />
|-align="center"<br />
| UFO Tracking<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions<br />
| 40<br />
| Alien Power Systems<br />
| §300<br />
| 20 <br />
| 0<br />
| 40<br />
| 0<br />
| 28<br />
| 2x UFO Power Source, <br> 2x UFO Flight Computer<br />
<br />
|-align="center"<br />
!colspan="11" | Miscellaneous<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Drone Capture<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
| 75<br />
| EMP Weapons<br />
| §350<br />
| 0<br />
| 100<br />
| 10<br />
| 0<br />
| 21<br />
| 50x Drone Wreck<br />
<br />
|-align="center"<br />
| Improved Arc Thrower<br />
| Increases stunning ability of the Arc Thrower<br />
| 30<br />
| Alien Power Systems<br />
| §100<br />
| 40<br />
| 30<br />
| 30<br />
| 0 <br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|-align="center"<br />
| Tactical Rigging<br />
| Grants one extra item slot to soldiers.<br />
| 60<br />
| Muton Elite Autopsy<br />
| §500<br />
| 0<br />
| 0<br />
| 50<br />
| 10<br />
| 21<br />
| 20x Muton Elite Corpse<br />
<br />
|-align="center"<br />
| Alien Grenades<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
| Muton Autopsy<br />
| §100<br />
| 20<br />
| 20<br />
| 50<br />
| 0<br />
| 7<br />
| 1x Alien Grenade<br />
<br />
|-align="center"<br />
| Advanced Surgery<br />
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.<br />
| 45<br />
| Alien Biocybernetics<br />
| §600<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 21<br />
| 12x Alien Surgery,<br> 12x Alien Stasis Tank<br />
<br />
|-align="center"<br />
| Improved Medikit<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
| 12<br />
| Thin Man Autopsy<br />
| §180<br />
| 0<br />
| 0<br />
| 0<br />
| 10<br />
| 7<br />
| 20x Thin Man Corpses<br />
<br />
|-align="center"<br />
| Advanced Flight<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
| 50<br />
| Antigrav Systems<br />
| §325<br />
| 40<br />
| 0<br />
| 40<br />
| 0<br />
| 14<br />
| 2x Drone Wreck, <br> 2x Heavy Floater Corpse, <br> 5x Cyberdisc Wreck<br />
<br />
|-align="center"<br />
| New Combat Systems<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 30<br />
| 50 <br />
| 20 <br />
| 0<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| SCOPE Upgrade<br />
| SCOPE increases user's chance of scoring a critical hit chance by 10%<br>and increases critical hit chance when using Laser Sight by 5%<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 0<br />
| 35<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Psi Warfare Systems<br />
| Unlocks special psionic gear <br />
| 25<br />
| Xenopsionics<br />
| §100<br />
| 0<br />
| 30<br />
| 20<br />
| 20<br />
| 14<br />
| 12x Sectoid Corpses <br />
<br />
|-align="center"<br />
| Base Security: Weapons<br />
| Blueshirts equip any spare Laser Rifles during an HQ Defense Mission <br />
| 25<br />
| Beam Lasers<br />
| §40<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|-align="center"<br />
| Base Security: Armor<br />
| Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission <br />
| 25<br />
| Improved Body Armor<br />
| §20<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|}<br />
<br />
==See also==<br />
{{ Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=63169Foundry (Long War)2015-03-02T16:57:09Z<p>Zerikin: /* Foundry Projects */</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Foundry.jpg<br />
|isize=256<br />
|effect=Development of new combat items and improvements to current items<br />
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)<br />
|prerequisites=None<br />
|other=None<br />
|credits=200<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=18 <br />
|quick credits=300<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=10<br />
|quick build time=9 <br />
|maintenance=25<br />
|power=6<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Foundry Projects ===<br />
{| class="wikitable"<br />
|+ Projects<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost<br />
|-align="center"<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|- align="center"<br />
! colspan="11" | SHIV-Specific Upgrades<br />
<br />
|- align="center"<br />
| Field Repairs<br />
| Allows arc throwers to be used to repair SHIVS and MECs<br />
| 15<br />
| Drone Autopsy<br />
| §100<br />
| 10<br />
| 10<br />
| 10<br />
| 50<br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|- align="center"<br />
| SHIV Defenses<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
| 30<br />
| Mobile Power Armor<br />
| §150<br />
| 60<br />
| 25<br />
| 0<br />
| 0<br />
| 10<br />
| 2x Cyberdisk Wreck<br />
<br />
|- align="center"<br />
| SHIV Suppression<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
| Alien Weaponry<br />
| §40<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|- align="center"<br />
| Sentinel Drone<br />
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.<br />
| 50<br />
| Cyberdisc Autopsy<br />
| §150<br />
| 40<br />
| 0<br />
| 20<br />
| 0<br />
| 21<br />
| 5x Drone Wreck, <br> 5x UFO Flight Computer<br />
|-<br />
!colspan="11" | General Mechanical Unit Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|- align="center"<br />
| Advanced Servomotors<br />
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
| Mechtoid Autopsy<br />
| §300<br />
| 60<br />
| 0<br />
| 40<br />
| 35<br />
| 14<br />
| 8x Mechtoid Core<br />
<br />
|- align="center"<br />
| Advanced Repair<br />
| Increases Interceptor and SHIV repair speed<br />
| 45<br />
| Heavy Floater Autopsy<br />
| §500<br />
| 100<br />
| 0<br />
| 0<br />
| 40<br />
| 21<br />
| 4x Heavy Floater Corpse<br />
<br />
|- align="center"<br />
| Shaped Armor<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
| Floater Autopsy<br />
| §300<br />
| 80<br />
| 0<br />
| 40<br />
| 20<br />
| 21<br />
| 25x Floater Corpses<br />
<br />
|- align="center"<br />
| MEC Close Combat<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
| 50<br />
| Berserker Autopsy<br />
| §300<br />
| 60<br />
| 30<br />
| 30<br />
| 20<br />
| 7<br />
| 8x Berserker Corpse<br />
<br />
|- align="center"<br />
| Jellied Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
| Elerium<br />
| §100<br />
| 40<br />
| 50<br />
| 80<br />
| 20<br />
| 10<br />
| - <br />
<br />
<br />
|-align="center"<br />
| MEC Warfare Systems<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
| Alien Biocybernetics<br />
| §25<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|- align="center"<br />
!colspan="11" | General Weapon Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Enhanced Ballistics<br />
| Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
| Alien Materials<br />
| §80<br />
| 10<br />
| 20<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Enhanced Lasers<br />
| Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
| Advanced Beam Lasers<br />
| §150<br />
| 40<br />
| 15<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|- align="center"<br />
| Enhanced Plasma<br />
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs.<br />
| 75<br />
| Precision Plasma Weapons<br />
| §500<br />
| 100<br />
| 100<br />
| 100<br />
| 0 <br />
| 21<br />
| 1x Plasma Dragon <br />
<br />
|-align="center"<br />
| Ammo Conservation<br />
| Increases the ammo capacity of weapons by 1 shot/burst.<br />
| 75<br />
| Muton Autopsy<br />
| §600<br />
| 130<br />
| 40<br />
| 100<br />
| 40<br />
| 14<br />
| 20x Muton Corpses<br />
<br />
|-align="center"<br />
!colspan="11" | Pistol Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Mag Pistols<br />
| Grants + 10% Critical hit chance to all pistols <br />
| 10<br />
| Alien Weaponry<br />
| §35<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|-align="center"<br />
| Rail Pistols<br />
| Grants +10% Aim to all pistols<br />
| 20<br />
| Gauss Weapons<br />
| §90<br />
| 10<br />
| 35<br />
| 0<br />
| 0<br />
| 10<br />
| -<br />
<br />
|-align="center"<br />
| Reflex Pistols<br />
| Grants +1 damage to all pistols<br />
| 35<br />
| Compact Plasma Weapons<br />
| §145<br />
| 30<br />
| 60<br />
| 30<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Material Recovery<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Improved Salvage<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
| Alien Materials<br />
| §200<br />
| 40<br />
| 0<br />
| 20<br />
| 20<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| Alien Metallurgy<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
| Alien Materials<br />
| §300<br />
| 30<br />
| 0<br />
| 10<br />
| 60<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Alien Nucleonics<br />
| Increases Elerium recovery from combat.<br />
| 45<br />
| Alien Power Systems<br />
| §500<br />
| 120<br />
| 0<br />
| 40<br />
| 75<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Aerospace Improvements<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Aircraft Boosters<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
| Alien Materials<br />
| §50<br />
| 0<br />
| 10<br />
| 0<br />
| 10<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Elerium Afterburners<br />
| Increases Interceptor combat time. <br/> (Increases combat time by 5 seconds)<br />
| 45<br />
| Alien Propulsion<br />
| §200<br />
| 30<br />
| 0<br />
| 30<br />
| 0<br />
| 14<br />
| 2x Alien Power Source<br />
<br />
|-align="center"<br />
| Armored Fighters<br />
| Increases Interceptor HP. <br/>(Adds 1000 hp to all interceptors)<br />
| 30<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 200<br />
| 0<br />
| 60<br />
| 35<br />
| 14<br />
| 30x Floater Corpse<br />
<br />
|-align="center"<br />
| Wingtip Sparrowhawks<br />
| Grants Interceptors secondary armor-piercing missiles. <br/> (Each missile does 1/2 stingray damage)<br />
| 55<br />
| Advanced Aerospace Concepts<br />
| §500<br />
| 120<br />
| 80<br />
| 20<br />
| 80<br />
| 21<br />
| -<br />
<br />
|-align="center"<br />
| Penetrator Weapons<br />
| Increases armor penetration of air-to-air weapons. <br/> (Increases interceptor armor penetration by 5)<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §300<br />
| 80<br />
| 45<br />
| 0<br />
| 0<br />
| 14<br />
| 3x Cyberdisc Wreck,<br> 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Super Skyranger<br />
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §200<br />
| 60<br />
| 0<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Improved Avionics<br />
| Increases Interceptor hit chance. <br/>(Increases interceptor aim by 10)<br />
| 40<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 10<br />
| 50<br />
| 0<br />
| 0<br />
| 14<br />
| 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Stealth Satellites<br />
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)<br />
| 115<br />
| Stealth Systems<br />
| §1200<br />
| 200<br />
| 0<br />
| 200<br />
| 0 <br />
| 28<br />
| 10x UFO Flight Computer, <br> 10x Seeker Wreck<br />
<br />
|-align="center"<br />
| Supercapacitors<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons. <br/> (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75)<br />
| 70<br />
| Advanced Pulse Lasers<br />
| §800<br />
| 200<br />
| 100<br />
| 200<br />
| 50<br />
| 21<br />
| 6x UFO Power Source<br />
<br />
|-align="center"<br />
| UFO Countermeasures<br />
| Increases Interceptor dodge chance. <br/> (Reduces UFO aim by 15)<br />
| 50<br />
| Seeker Autopsy<br />
| §350<br />
| 10<br />
| 40<br />
| 60<br />
| 0<br />
| 14<br />
| 4x Seeker Wrecks,<br> 4x UFO Flight Computer<br />
<br />
|-align="center"<br />
| UFO Tracking<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions<br />
| 40<br />
| Alien Power Systems<br />
| §300<br />
| 20 <br />
| 0<br />
| 40<br />
| 0<br />
| 28<br />
| 2x UFO Power Source, <br> 2x UFO Flight Computer<br />
<br />
|-align="center"<br />
!colspan="11" | Miscellaneous<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Drone Capture<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
| 75<br />
| EMP Weapons<br />
| §350<br />
| 0<br />
| 100<br />
| 10<br />
| 0<br />
| 21<br />
| 50x Drone Wreck<br />
<br />
|-align="center"<br />
| Improved Arc Thrower<br />
| Increases stunning ability of the Arc Thrower<br />
| 30<br />
| Alien Power Systems<br />
| §100<br />
| 40<br />
| 30<br />
| 30<br />
| 0 <br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|-align="center"<br />
| Tactical Rigging<br />
| Grants one extra item slot to soldiers.<br />
| 60<br />
| Muton Elite Autopsy<br />
| §500<br />
| 0<br />
| 0<br />
| 50<br />
| 10<br />
| 21<br />
| 20x Muton Elite Corpse<br />
<br />
|-align="center"<br />
| Alien Grenades<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
| Muton Autopsy<br />
| §100<br />
| 20<br />
| 20<br />
| 50<br />
| 0<br />
| 7<br />
| 1x Alien Grenade<br />
<br />
|-align="center"<br />
| Advanced Surgery<br />
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.<br />
| 45<br />
| Alien Biocybernetics<br />
| §600<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 21<br />
| 12x Alien Surgery,<br> 12x Alien Stasis Tank<br />
<br />
|-align="center"<br />
| Improved Medikit<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
| 12<br />
| Thin Man Autopsy<br />
| §180<br />
| 0<br />
| 0<br />
| 0<br />
| 10<br />
| 7<br />
| 20x Thin Man Corpses<br />
<br />
|-align="center"<br />
| Advanced Flight<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
| 50<br />
| Antigrav Systems<br />
| §325<br />
| 40<br />
| 0<br />
| 40<br />
| 0<br />
| 14<br />
| 2x Drone Wreck, <br> 2x Heavy Floater Corpse, <br> 5x Cyberdisc Wreck<br />
<br />
|-align="center"<br />
| New Combat Systems<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 30<br />
| 50 <br />
| 20 <br />
| 0<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| SCOPE Upgrade<br />
| SCOPE increases user's chance of scoring a critical hit chance by 10%<br>and increases critical hit chance when using Laser Sight by 5%<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 0<br />
| 35<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Psi Warfare Systems<br />
| Unlocks special psionic gear <br />
| 25<br />
| Xenopsionics<br />
| 100<br />
| 0<br />
| 30<br />
| 20<br />
| 20<br />
| 14<br />
| 12x Sectoid Corpses <br />
<br />
|-align="center"<br />
| Base Security: Weapons<br />
| Blueshirts equip any spare Laser Rifles during an HQ Defense Mission <br />
| 25<br />
| Beam Lasers<br />
| 40<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|-align="center"<br />
| Base Security: Armor<br />
| Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission <br />
| 25<br />
| Improved Body Armor<br />
| 20<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|}<br />
<br />
==See also==<br />
{{ Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zerikinhttps://www.ufopaedia.org/index.php?title=Foundry_(Long_War)&diff=63168Foundry (Long War)2015-03-02T16:56:00Z<p>Zerikin: /* Foundry Projects */</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Foundry.jpg<br />
|isize=256<br />
|effect=Development of new combat items and improvements to current items<br />
|adjacency=[[Workshop (Long War)|Workshop]] <br>(+5% discount/refund)<br />
|prerequisites=None<br />
|other=None<br />
|credits=200<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=18 <br />
|quick credits=300<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=10<br />
|quick build time=9 <br />
|maintenance=25<br />
|power=6<br />
|}}<br />
<br />
The Foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new items for further development. The Foundry is unlocked very early during the campaign and it is highly advised to get one up and running as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.<br />
<br />
Foundry projects are generally passive upgrades and whilst their effects may seem small, they can have a subtle but long-lasting impact on a campaign as they cover everything from boosting the chance of scoring critical hits with pistols, to enhancing the amount of materials recovered after combat. Unfortunately, these projects also require a significant investment of resources, especially meld. They also often require other rarer or more unusual materials such as corpses, wrecks, or UFO components. <br />
<br />
Each project has an engineer requirement, while you can still start the project without meeting this requirement, the time to complete it will be significantly longer than usual.<br />
<br />
One of the most important upgrade paths that the foundry gives access to is Interceptor upgrades, making them viable against the Alien UFOs. For a full list of some of the new items unlocked by Foundry projects, refer to the [[Equipment (Long War)|Equipment]] page.<br />
<br />
Many foundry projects bear the same name and effects as [[Foundry (EU2012)|their original incarnation]], though with differing costs, requirements, and time.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
=== Foundry Projects ===<br />
{| class="wikitable"<br />
|+ Projects<br />
|-<br />
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost<br />
|-align="center"<br />
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
|- align="center"<br />
! colspan="11" | SHIV-Specific Upgrades<br />
<br />
|- align="center"<br />
| Field Repairs<br />
| Allows arc throwers to be used to repair SHIVS and MECs<br />
| 15<br />
| Drone Autopsy<br />
| §100<br />
| 10<br />
| 10<br />
| 10<br />
| 5<br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|- align="center"<br />
| SHIV Defenses<br />
| Unlocks two new utility items for SHIVs to increase their defensive capabilities<br />
| 30<br />
| Mobile Power Armor<br />
| §150<br />
| 60<br />
| 25<br />
| 0<br />
| 0<br />
| 10<br />
| 2x Cyberdisk Wreck<br />
<br />
|- align="center"<br />
| SHIV Suppression<br />
| Grants SHIVs the ''Suppression'' perk, allowing them to use suppressing fire in combat<br />
| 15<br />
| Alien Weaponry<br />
| §40<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|- align="center"<br />
| Sentinel Drone<br />
| Grants SHIVs the ''Repair Servos'' and ''Close Combat Specialist'' perk.<br />
| 50<br />
| Cyberdisc Autopsy<br />
| §150<br />
| 40<br />
| 0<br />
| 20<br />
| 0<br />
| 21<br />
| 5x Drone Wreck, <br> 5x UFO Flight Computer<br />
|-<br />
!colspan="11" | General Mechanical Unit Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|- align="center"<br />
| Advanced Servomotors<br />
| All SHIVs and MECs are granted the ''Sprinter'' perk upon completing the project.<br>Unlocks ''Walker Servos'' for soldiers and ''Elerium Turbos'' for MECs/SHIVs<br />
| 45<br />
| Mechtoid Autopsy<br />
| §300<br />
| 60<br />
| 0<br />
| 40<br />
| 35<br />
| 14<br />
| 8x Mechtoid Core<br />
<br />
|- align="center"<br />
| Advanced Repair<br />
| Increases Interceptor and SHIV repair speed<br />
| 45<br />
| Heavy Floater Autopsy<br />
| §500<br />
| 100<br />
| 0<br />
| 0<br />
| 40<br />
| 21<br />
| 4x Heavy Floater Corpse<br />
<br />
|- align="center"<br />
| Shaped Armor<br />
| Increases health of mechanised units (SHIV, MEC)<br />
| 35<br />
| Floater Autopsy<br />
| §300<br />
| 80<br />
| 0<br />
| 40<br />
| 20<br />
| 21<br />
| 25x Floater Corpses<br />
<br />
|- align="center"<br />
| MEC Close Combat<br />
| Grants all MECs the ''MEC Close Combat'' perk, increasing Kinetic Strike damage by 50%<br>In addition, using Kinetic Strike as the first action of a turn no longer ends the MEC's turn<br />
| 50<br />
| Berserker Autopsy<br />
| §300<br />
| 60<br />
| 30<br />
| 30<br />
| 20<br />
| 7<br />
| 8x Berserker Corpse<br />
<br />
|- align="center"<br />
| Jellied Elerium<br />
| Increases Flamethrower damage by ~50%.<br />
| 25<br />
| Elerium<br />
| §100<br />
| 40<br />
| 50<br />
| 80<br />
| 20<br />
| 10<br />
| - <br />
<br />
<br />
|-align="center"<br />
| MEC Warfare Systems<br />
| Vital for further MEC equipment development; prerequisite for the production of many MEC items (e.g. Kinetic Strike, Flamethrower, etc.)<br />
| 20<br />
| Alien Biocybernetics<br />
| §25<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|- align="center"<br />
!colspan="11" | General Weapon Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Enhanced Ballistics<br />
| Unlocks Alloy-Jacketed Rounds for soldiers and Depleted Elerium Rounds for SHIVs/MECs.<br />
| 10<br />
| Alien Materials<br />
| §80<br />
| 10<br />
| 20<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Enhanced Lasers<br />
| Unlocks Enhanced Beam Optics for soldiers and Laser Pumper for SHIVs/MECs.<br />
| 55<br />
| Advanced Beam Lasers<br />
| §150<br />
| 40<br />
| 15<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|- align="center"<br />
| Enhanced Plasma<br />
| All plasma weapons receive +1 to damage. Unlocks Plasma Stellerator for soldiers and Zevatron Booster for SHIVs/MECs.<br />
| 75<br />
| Precision Plasma Weapons<br />
| §500<br />
| 100<br />
| 100<br />
| 100<br />
| 0 <br />
| 21<br />
| 1x Plasma Dragon <br />
<br />
|-align="center"<br />
| Ammo Conservation<br />
| Increases the ammo capacity of weapons by 1 shot/burst.<br />
| 75<br />
| Muton Autopsy<br />
| §600<br />
| 130<br />
| 40<br />
| 100<br />
| 40<br />
| 14<br />
| 20x Muton Corpses<br />
<br />
|-align="center"<br />
!colspan="11" | Pistol Upgrades<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Mag Pistols<br />
| Grants + 10% Critical hit chance to all pistols <br />
| 10<br />
| Alien Weaponry<br />
| §35<br />
| 0<br />
| 5<br />
| 0<br />
| 0<br />
| 7<br />
| - <br />
<br />
|-align="center"<br />
| Rail Pistols<br />
| Grants +10% Aim to all pistols<br />
| 20<br />
| Gauss Weapons<br />
| §90<br />
| 10<br />
| 35<br />
| 0<br />
| 0<br />
| 10<br />
| -<br />
<br />
|-align="center"<br />
| Reflex Pistols<br />
| Grants +1 damage to all pistols<br />
| 35<br />
| Compact Plasma Weapons<br />
| §145<br />
| 30<br />
| 60<br />
| 30<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Material Recovery<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Improved Salvage<br />
| Increases weapon fragment recovery from combat by 25%<br />
| 20<br />
| Alien Materials<br />
| §200<br />
| 40<br />
| 0<br />
| 20<br />
| 20<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| Alien Metallurgy<br />
| Increases alloy salvage from crash sites by between 15 and 20 percent<br />
| 20<br />
| Alien Materials<br />
| §300<br />
| 30<br />
| 0<br />
| 10<br />
| 60<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Alien Nucleonics<br />
| Increases Elerium recovery from combat.<br />
| 45<br />
| Alien Power Systems<br />
| §500<br />
| 120<br />
| 0<br />
| 40<br />
| 75<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
!colspan="11" | Aerospace Improvements<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Aircraft Boosters<br />
| Allows production of usable 'booster' items for interception<br />
| 10<br />
| Alien Materials<br />
| §50<br />
| 0<br />
| 10<br />
| 0<br />
| 10<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Elerium Afterburners<br />
| Increases Interceptor combat time. <br/> (Increases combat time by 5 seconds)<br />
| 45<br />
| Alien Propulsion<br />
| §200<br />
| 30<br />
| 0<br />
| 30<br />
| 0<br />
| 14<br />
| 2x Alien Power Source<br />
<br />
|-align="center"<br />
| Armored Fighters<br />
| Increases Interceptor HP. <br/>(Adds 1000 hp to all interceptors)<br />
| 30<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 200<br />
| 0<br />
| 60<br />
| 35<br />
| 14<br />
| 30x Floater Corpse<br />
<br />
|-align="center"<br />
| Wingtip Sparrowhawks<br />
| Grants Interceptors secondary armor-piercing missiles. <br/> (Each missile does 1/2 stingray damage)<br />
| 55<br />
| Advanced Aerospace Concepts<br />
| §500<br />
| 120<br />
| 80<br />
| 20<br />
| 80<br />
| 21<br />
| -<br />
<br />
|-align="center"<br />
| Penetrator Weapons<br />
| Increases armor penetration of air-to-air weapons. <br/> (Increases interceptor armor penetration by 5)<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §300<br />
| 80<br />
| 45<br />
| 0<br />
| 0<br />
| 14<br />
| 3x Cyberdisc Wreck,<br> 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Super Skyranger<br />
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault<br />
| 35<br />
| Advanced Aerospace Concepts<br />
| §200<br />
| 60<br />
| 0<br />
| 0<br />
| 0<br />
| 14<br />
| -<br />
<br />
|-align="center"<br />
| Improved Avionics<br />
| Increases Interceptor hit chance. <br/>(Increases interceptor aim by 10)<br />
| 40<br />
| Advanced Aerospace Concepts<br />
| §400<br />
| 10<br />
| 50<br />
| 0<br />
| 0<br />
| 14<br />
| 3x UFO Flight Computers<br />
<br />
|-align="center"<br />
| Stealth Satellites<br />
| Decreases chance of satellites being detected by alien patrols (25% on first pass, 50% on second)<br />
| 115<br />
| Stealth Systems<br />
| §1200<br />
| 200<br />
| 0<br />
| 200<br />
| 0 <br />
| 28<br />
| 10x UFO Flight Computer, <br> 10x Seeker Wreck<br />
<br />
|-align="center"<br />
| Supercapacitors<br />
| Upgrades fire rate and armor penetration of aerial Laser Cannons. <br/> (Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75)<br />
| 70<br />
| Advanced Pulse Lasers<br />
| §800<br />
| 200<br />
| 100<br />
| 200<br />
| 50<br />
| 21<br />
| 6x UFO Power Source<br />
<br />
|-align="center"<br />
| UFO Countermeasures<br />
| Increases Interceptor dodge chance. <br/> (Reduces UFO aim by 15)<br />
| 50<br />
| Seeker Autopsy<br />
| §350<br />
| 10<br />
| 40<br />
| 60<br />
| 0<br />
| 14<br />
| 4x Seeker Wrecks,<br> 4x UFO Flight Computer<br />
<br />
|-align="center"<br />
| UFO Tracking<br />
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions<br />
| 40<br />
| Alien Power Systems<br />
| §300<br />
| 20 <br />
| 0<br />
| 40<br />
| 0<br />
| 28<br />
| 2x UFO Power Source, <br> 2x UFO Flight Computer<br />
<br />
|-align="center"<br />
!colspan="11" | Miscellaneous<br />
|-align="center"<br />
! |Name|| Effects || {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || Other<br />
<br />
|-align="center"<br />
| Drone Capture<br />
| Agents can now use the Arc Thrower to capture Drones for the duration of combat. See the [[Drone (EU2012)|Drone]] page for more details.<br />
| 75<br />
| EMP Weapons<br />
| §350<br />
| 0<br />
| 100<br />
| 10<br />
| 0<br />
| 21<br />
| 50x Drone Wreck<br />
<br />
|-align="center"<br />
| Improved Arc Thrower<br />
| Increases stunning ability of the Arc Thrower<br />
| 30<br />
| Alien Power Systems<br />
| §100<br />
| 40<br />
| 30<br />
| 30<br />
| 0 <br />
| 14<br />
| 10x Drone Wreck<br />
<br />
|-align="center"<br />
| Tactical Rigging<br />
| Grants one extra item slot to soldiers.<br />
| 60<br />
| Muton Elite Autopsy<br />
| §500<br />
| 0<br />
| 0<br />
| 50<br />
| 10<br />
| 21<br />
| 20x Muton Elite Corpse<br />
<br />
|-align="center"<br />
| Alien Grenades<br />
| Allows the use of Alien Grenades in place of regular HE Grenades, and increases the damage of AP Grenades by 2<br>Also increases the firepower of the MEC Grenade Launcher<br />
| 35<br />
| Muton Autopsy<br />
| §100<br />
| 20<br />
| 20<br />
| 50<br />
| 0<br />
| 7<br />
| 1x Alien Grenade<br />
<br />
|-align="center"<br />
| Advanced Surgery<br />
| Increases soldier healing rate by using alien technology. Wound times reduced by 30%.<br />
| 45<br />
| Alien Biocybernetics<br />
| §600<br />
| 0<br />
| 0<br />
| 0<br />
| 0<br />
| 21<br />
| 12x Alien Surgery,<br> 12x Alien Stasis Tank<br />
<br />
|-align="center"<br />
| Improved Medikit<br />
| Increases Medikit healing by +3 HP per charge, and Restorative Mist +2 HP per charge<br />
| 12<br />
| Thin Man Autopsy<br />
| §180<br />
| 0<br />
| 0<br />
| 0<br />
| 10<br />
| 7<br />
| 20x Thin Man Corpses<br />
<br />
|-align="center"<br />
| Advanced Flight<br />
| Increases fuel/flight time for flight-capable units (Archangel/Seraphim Armors, Hover-SHIV)<br />
| 50<br />
| Antigrav Systems<br />
| §325<br />
| 40<br />
| 0<br />
| 40<br />
| 0<br />
| 14<br />
| 2x Drone Wreck, <br> 2x Heavy Floater Corpse, <br> 5x Cyberdisc Wreck<br />
<br />
|-align="center"<br />
| New Combat Systems<br />
| Unlocks an array of new [[Equipment (Long War)|gear options]] in combination with other technologies and projects<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 30<br />
| 50 <br />
| 20 <br />
| 0<br />
| 14<br />
| - <br />
<br />
|-align="center"<br />
| SCOPE Upgrade<br />
| SCOPE increases user's chance of scoring a critical hit chance by 10%<br>and increases critical hit chance when using Laser Sight by 5%<br />
| 25<br />
| Experimental Warfare<br />
| §100<br />
| 0<br />
| 35<br />
| 0<br />
| 0<br />
| 7<br />
| -<br />
<br />
|-align="center"<br />
| Psi Warfare Systems<br />
| Unlocks special psionic gear <br />
| 25<br />
| Xenopsionics<br />
| 100<br />
| 0<br />
| 30<br />
| 20<br />
| 20<br />
| 14<br />
| 12x Sectoid Corpses <br />
<br />
|-align="center"<br />
| Base Security: Weapons<br />
| Blueshirts equip any spare Laser Rifles during an HQ Defense Mission <br />
| 25<br />
| Beam Lasers<br />
| 40<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|-align="center"<br />
| Base Security: Armor<br />
| Blueshirts equip any spare Phalanx Armor suits during an HQ Defense Mission <br />
| 25<br />
| Improved Body Armor<br />
| 20<br />
| 0 <br />
| 0<br />
| 0<br />
| 0<br />
| 3<br />
| - <br />
<br />
|}<br />
<br />
==See also==<br />
{{ Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zerikin