https://www.ufopaedia.org/api.php?action=feedcontributions&user=Zyxpsilon&feedformat=atomUFOpaedia - User contributions [en]2024-03-28T09:35:41ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Missions_(XCOM2)&diff=72744Missions (XCOM2)2016-10-09T00:43:41Z<p>Zyxpsilon: </p>
<hr />
<div>One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Mission !! Timer !! Start Concealed !! Objectives !! Reward !! Observations<br />
|- style="vertical-align:top;"<br />
!colspan="6"| Guerrilla ops<br />
|-<br />
|colspan="6"| You can only choose one at a time. Hidden Dark Events can be revealed with Intel, either on the first popup, or by clicking the tag under the Avatar Progress counter. Choose based on what is a greater threat to you (usually the 'free +1/+2 Avatar Progress' events unless there's an easily accessible facility on the geoscape) or go by reward, or whatever mission contains a hack (only mission-critical hacks can yield the elusive "Enemy protocol" reward).<br />
|-<br />
| Protect Device || - || yes || Protect the device and kill all targets || Varied + Countering a Dark Event || Late game this mission might get hard due to powerful enemies attacks<br />
|-<br />
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Varied + Countering a Dark Event || The ability to MC or hack control of an enemy unit makes this easier<br />
|-<br />
| Hack/Recover Workstation/Item || 8 || yes ||Hack/Recover and kill all targets || Varied + Countering a Dark Event || Bring a Specialist: their ranged hack makes this significantly easier: LoS is range.<br />
|-<br />
!colspan="6"| Council missions<br />
|-<br />
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you. Extraction zone is fixed and remote.<br />
|-<br />
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers: may appear locked in a cell or an ADVENT van: bring a Specialist. Extraction zone is fixed and remote.<br />
|-<br />
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you don't get the Intel. On proximity, you get the 'Knockout' command, then Carry option: soldier carry rules are in effect. Extraction zone is fixed and remote.<br />
|-<br />
!colspan="6"| Loot missions<br />
|-<br />
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, don't destroy the resources: they are the glowing boxes. Keep in mind that vehicle and other object explosions have some range.<br />
|-<br />
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turns do deactivate it or reinforcements will be deployed.<br />
|-<br />
!colspan="6"| Other<br />
|-<br />
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || Like in Enemy Unknown/Within; living civvies still on the map are auto-rescued once all enemies are dead. Failing to rescue 6 civilians reduces supply income. Failing to secure the area loses the territory entirely.<br />
|-<br />
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by point amount displayed under facility on map || Expect drops once enemies are dead, when the charges are set, and another on your way to extraction.<br />
|-<br />
| Avenger Defense || - || yes || Destroy the Disruptor, don't let enemies inside the ramp || Not losing the game || Defense Matrix helps a lot to camp the ramp, upgrade if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be airdropping new enemies first every other turn, then eventually ''every'' turn.<br />
|-<br />
|}<br />
<br />
In addition there are several special one-off [[Storyline Missions (XCOM2)|storyline missions]].</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Missions_(XCOM2)&diff=72743Missions (XCOM2)2016-10-09T00:42:51Z<p>Zyxpsilon: </p>
<hr />
<div>One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Mission !! Timer !! Start Concealed !! Objectives !! Reward !! Observations<br />
|- style="vertical-align:top;"<br />
!colspan="6"| Guerrilla ops<br />
|-<br />
|colspan="6"| You can only choose one at a time. Hidden Dark Events can be revealed with Intel, either on the first popup, or by clicking the tag under the Avatar Progress counter. Choose based on what is a greater threat to you (usually the 'free +1/+2 Avatar Progress' events unless there's an easily accessible facility on the geoscape) or go by reward, or whatever mission contains a hack (only mission-critical hacks can yield the elusive "Enemy protocol" reward).<br />
|-<br />
| Protect Device || - || yes || Protect the device and kill all targets || Varied + Countering a Dark Event || Late game this mission might get hard due to powerful enemies attacks<br />
|-<br />
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Varied + Countering a Dark Event || The ability to MC or hack control of an enemy unit makes this easier<br />
|-<br />
| Hack Workstation/Recover Item || 8 || yes ||Hack/Recover and kill all targets || Varied + Countering a Dark Event || Bring a Specialist: their ranged hack makes this significantly easier: LoS is range.<br />
|-<br />
!colspan="6"| Council missions<br />
|-<br />
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you. Extraction zone is fixed and remote.<br />
|-<br />
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers: may appear locked in a cell or an ADVENT van: bring a Specialist. Extraction zone is fixed and remote.<br />
|-<br />
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you don't get the Intel. On proximity, you get the 'Knockout' command, then Carry option: soldier carry rules are in effect. Extraction zone is fixed and remote.<br />
|-<br />
!colspan="6"| Loot missions<br />
|-<br />
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, don't destroy the resources: they are the glowing boxes. Keep in mind that vehicle and other object explosions have some range.<br />
|-<br />
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turns do deactivate it or reinforcements will be deployed.<br />
|-<br />
!colspan="6"| Other<br />
|-<br />
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || Like in Enemy Unknown/Within; living civvies still on the map are auto-rescued once all enemies are dead. Failing to rescue 6 civilians reduces supply income. Failing to secure the area loses the territory entirely.<br />
|-<br />
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by point amount displayed under facility on map || Expect drops once enemies are dead, when the charges are set, and another on your way to extraction.<br />
|-<br />
| Avenger Defense || - || yes || Destroy the Disruptor, don't let enemies inside the ramp || Not losing the game || Defense Matrix helps a lot to camp the ramp, upgrade if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be airdropping new enemies first every other turn, then eventually ''every'' turn.<br />
|-<br />
|}<br />
<br />
In addition there are several special one-off [[Storyline Missions (XCOM2)|storyline missions]].</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Missions_(XCOM2)&diff=72742Missions (XCOM2)2016-10-09T00:41:13Z<p>Zyxpsilon: </p>
<hr />
<div>One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).<br />
<br />
{| class="wikitable" width="100%" style="text-align: center"<br />
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations<br />
|- style="vertical-align:top;"<br />
!colspan="6"| Guerrilla ops<br />
|-<br />
|colspan="6"| You can only choose one at a time. Hidden Dark Events can be revealed with Intel, either on the first popup, or by clicking the tag under the Avatar Progress counter. Choose based on what is a greater threat to you (usually the 'free +1/+2 Avatar Progress' events unless there's an easily accessible facility on the geoscape) or go by reward, or whatever mission contains a hack (only mission-critical hacks can yield the elusive "Enemy protocol" reward).<br />
|-<br />
| Protect Device || - || yes || Protect the device and kill all targets || Varied + Countering a Dark Event || Late game this mission might get hard due to powerful enemies attacks<br />
|-<br />
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Varied + Countering a Dark Event || The ability to MC or hack control of an enemy unit makes this easier<br />
|-<br />
| Hack Workstation/Recover Item || 8 || yes ||Hack/Recover the device and kill all targets || Varied + Countering a Dark Event || Bring a Specialist: their ranged hack makes this significantly easier: LoS is range.<br />
|-<br />
!colspan="6"| Council missions<br />
|-<br />
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you. Extraction zone is fixed and remote.<br />
|-<br />
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers: may appear locked in a cell or an ADVENT van: bring a Specialist. Extraction zone is fixed and remote.<br />
|-<br />
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you don't get the Intel. On proximity, you get the 'Knockout' command, then Carry option: soldier carry rules are in effect. Extraction zone is fixed and remote.<br />
|-<br />
!colspan="6"| Loot missions<br />
|-<br />
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, don't destroy the resources: they are the glowing boxes. Keep in mind that vehicle and other object explosions have some range.<br />
|-<br />
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turns do deactivate it or reinforcements will be deployed.<br />
|-<br />
!colspan="6"| Other<br />
|-<br />
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || Like in Enemy Unknown/Within; living civvies still on the map are auto-rescued once all enemies are dead. Failing to rescue 6 civilians reduces supply income. Failing to secure the area loses the territory entirely.<br />
|-<br />
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by point amount displayed under facility on map || Expect drops once enemies are dead, when the charges are set, and another on your way to extraction.<br />
|-<br />
| Avenger Defense || - || yes || Destroy the Disruptor, don't let enemies inside the ramp || Not losing the game || Defense Matrix helps a lot to camp the ramp, upgrade if you can. MCing and/or Hacking is VERY useful: have the controlled enemy unit take out the Disruptor, while your soldiers retreat, as ADVENT will be airdropping new enemies first every other turn, then eventually ''every'' turn.<br />
|-<br />
|}<br />
<br />
In addition there are several special one-off [[Storyline Missions (XCOM2)|storyline missions]].</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=File:Pyrokinesis.png&diff=67383File:Pyrokinesis.png2015-08-26T04:05:17Z<p>Zyxpsilon: Zyxpsilon uploaded a new version of &quot;File:Pyrokinesis.png&quot;</p>
<hr />
<div>Pyrokinesis psi ability; please replace by a better image.</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=File:Pyrokinesis.png&diff=67382File:Pyrokinesis.png2015-08-26T03:59:53Z<p>Zyxpsilon: Zyxpsilon uploaded a new version of &quot;File:Pyrokinesis.png&quot;</p>
<hr />
<div>Pyrokinesis psi ability; please replace by a better image.</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Research_(Long_War)&diff=66976Research (Long War)2015-07-30T01:33:35Z<p>Zyxpsilon: /* Alien Interrogations */</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Wiki-facbox_research.png<br />
|isize=256<br />
|effect=Development of new technologies and investigating alien species<br />
|adjacency=None<br />
|prerequisites=None<br />
|other=None<br />
|credits=0<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=0 <br />
|quick credits=0<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=0<br />
|quick build time=0 <br />
|maintenance=0<br />
|power=5<br />
|}}<br />
<br />
==New in Long War==<br />
While research in Long War works similar to how it works in Vanilla, there are some notable changes:<br />
* New research projects have been added, expanding the research tree.<br />
* The time required to research a project has been increased.<br />
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.<br />
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.<br />
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.<br />
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.<br />
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.<br />
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.<br />
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.<br />
* South America's continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.<br />
<br /><br />
==Notes==<br />
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.<br />
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.<br />
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.<br />
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.<br />
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.<br />
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.<br />
<br /><br />
Items in the "Unlocks" columns that are listed in <i><font color=gray>italic and gray</font></i> require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.<br />
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.<br />
<br /><br />
<br />
==Analysis Projects==<br />
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.<br />
<br />
===Alien Autopsies===<br />
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.<br /><br />
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.<br />
<br />
{| class="wikitable"<br />
! colspan="9" | Alien Autopsies (Long War)<br />
|-<br />
! rowspan="2" | Research !! Prerequisites !! colspan="2" | Cost !! colspan="5" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || <b>Corpses</b> || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b> || <b>Council Request</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySectoid.png|150x75px]]</div>'''Sectoid Autopsy''' || Xenobiology<br />
| 10 Sectoids || 4<br />
| <i><font color=gray>Sectoid Commander Autopsy</font></i><br /><i><font color=gray>Mechtoid Autopsy</font></i><br />Sectoid Interrogation<br /><i><font color=gray>Xenopsionics</font></i> || - || - || Smart Macrophages<br />(Gene Mod) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySectoidCommander.png|150x75px]]</div>'''Sectoid Commander Autopsy''' || Sectoid Autopsy<br />Xenogenetics<br />
| 5 Sectoid Commanders || 35<br />
| Sectoid Commander Interrogation || - || <i><font color=gray>Mind Shield</font></i> || Mind Merge<br />(Psi Power) || Sectoid Commander Corpses<br />(Soldiers / Scientists)<br /><br />Alien Entertainment<br />(Panic Reduction)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyThinman.png|150x75px]]</div>'''Thin Man Autopsy''' || Xenobiology<br />
| 10 Thin Men || 6<br />
| Thin Man Interrogation || Improved Medikit || <i><font color=gray>Chem Grenade</font></i><br /><br /><i><font color=gray>Restorative Mist<br />(MEC)</font></i> || Muscle Fiber Density<br />(Gene Mod) || Thin Man Corpses<br />(Soldiers / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyFloater.png|150x75px]]</div>'''Floater Autopsy''' || Alien Biocybernetics<br />
| 10 Floaters || 5<br />
| Heavy Floater Autopsy<br />Floater Interrogation || Shaped Armor || <i><font color=gray>Kinetic Strike Module<br />(MEC)</font></i> || <i><font color=gray>Uplink Targeting Module (Aerospace)<br />Flak Ammo</font></i> || Floater Corpses<br />(Soldiers / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]</div>'''Heavy Floater Autopsy''' || Floater Autopsy<br />
| 5 Heavy Floaters || 10<br />
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod<br />(SHIV) || - || Heavy Floater Corpses<br />(Soldiers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyMuton.png|150x75px]]</div>'''Muton Autopsy''' || Xenobiology<br />
| 10 Mutons || 8<br />
| Muton Elite Autopsy<br /><i><font color=gray>Berserker Autopsy</font></i><br />Muton Interrogation || Ammo Conservation<br />Alien Grenades || - || Adrenal Neurosympathy<br />(Gene Mod) || Muton Corpses<br />(Soldiers / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyElite.png|150x75px]]</div>'''Muton Elite Autopsy''' || Muton Autopsy<br />
| 5 Muton Elites || 10<br />
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart<br />(Gene Mod) || Muton Elite Corpses<br />(Soldiers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyBerserker.png|150x75px]]</div>'''Berserker Autopsy''' || Muton Autopsy<br />Xenoneurology<br />
| 5 Berserkers || 10<br />
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening<br />(Gene Mod) || Berserker Corpses<br />(Credits / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyElder.png|150x75px]]</div>'''Ethereal Autopsy''' || Xenopsionics<br />
| 3 Ethereals || 50<br />
| Ethereal Interrogation || - || - || Telekinetic Field<br />(Psi Power) || Ethereal Corpses<br />(Soldiers and maybe Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyCryssalid.png|150x75px]]</div>'''Chryssalid Autopsy''' || Xenogenetics<br />
| 5 Chryssalids || 9<br />
| - || - || Chitin Plating || Adaptive Bone Marrow<br />(Gene Mod) || Chryssalid Carcasses<br />(Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyDrone.png|150x75px]]</div>'''Drone Autopsy''' || Alien Computers<br />
| 5 Drones || 3<br />
| - || SHIV Repair || Holo-Targeter<br />(MEC/SHIV) || - || Drone Wrecks<br />(Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySeeker.png|150x75px]]</div>'''Seeker Autopsy''' || Alien Computers<br />
| 5 Seekers || 6<br />
| - || UFO Countermeasures || Respirator Implant<br /><i><font color=gray>Chameleon Suit</font></i><br /><i><font color=gray>Shadow Device</font></i> || Bioelectric Skin<br />(Gene Mod) || Seeker Wrecks<br />(Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySectopod.png|150x75px]]</div>'''Sectopod Autopsy''' || Alien Computers<br />
| 3 Sectopods || 25<br />
| - || - || <i><font color=gray>Battle Computer<br />(MEC/SHIV)</font></i><br /><br />Weapon Supercooler<br />(SHIV) || - || Sectopod Wrecks<br />(Credits and Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyCyberdisc.png|150x75px]]</div>'''Cyberdisc Autopsy''' || Alien Biocybernetics<br />
| 3 Cyberdiscs || 7<br />
| - || Sentinel Drone || Autosentry Turret<br />(SHIV) || Iron Skin<br />(Gene Mod)<br /><br /><i><font color=gray>Defensive Matrix<br />(Aerospace)</font></i> || Cyberdisc Wrecks<br />(Credits and<br />Soldiers / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyMechtoid.png|150x75px]]</div>'''Mechtoid Autopsy''' || Sectoid Autopsy<br />Alien Biocybernetics<br />
| 3 Mechtoids || 18<br />
| - || Advanced Servomotors || <i><font color=gray>Psi Screen</font></i><br /><br /><i><font color=gray>Tactical Sensors<br />(MEC)</font> || - || Mechtoid Cores<br />(Scientists / Engineers)<br />
|}<br />
<br />
===Alien Interrogations===<br />
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.<br /><br />
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.<br />
<br />
{| class="wikitable"<br />
! colspan="9" | Alien Interrogations (Long War)<br />
|-<br />
! rowspan="2" | Research !! Prerequisites !! colspan="2" | Cost !! colspan="3" | Unlocks !! colspan="2" | Research Credits<br />
|-align=center<br />
| {{Research Icon}} || <b>Captives</b> || {{Time Icon}} || <b>Research</b> || <b>Other</b> || <b>Council Request</b> || <b>Research</b> || <b>Foundry</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateSectoid.png|150x75px]]</div>'''Sectoid Interrogation''' || Sectoid Autopsy<br />
| 1 Sectoid || 9<br />
| <font color=gray>Alien Operations</font> || Psi Inspiration<br />(Psi Power) || Sectoid Captive<br />(Soldiers / Scientists)<br />
| <b>Cybernetics:</b><br />Xenogenetics<br />Alien Biocybernetics<br />
| <b>Cybernetics:</b><br />Advanced Repair<br />Advanced Servomotors<br />Advanced Surgery<br />Drone Capture<br />Improved Medikit<br />Jellied Elerium<br />MEC Close Combat<br />MEC Warfare Systems<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateSectoidCommander.png|150x75px]]</div>'''Sectoid Commander Interrogation''' || Sectoid Commander Autopsy<br />
| 1 Sectoid Commander || 35<br />
| <i><font color=gray>Alien Operations</font></i> || Psychokinetic Strike<br />(Psi Power) || Sectoid Commander Captive<br />(Panic Reduction and<br /> Soldiers / Scientists)<br />
| <b>Psionics:</b><br />Xenopsionics<br />Alien Operations<br />Alien Command and Control<br />Mind and Machine<br />
| <b>Psionics:</b><br />Psi Warfare Systems<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateThinman.png|150x75px]]</div>'''Thin Man Interrogation''' || Thin Man Autopsy<br />
| 1 Thin Man || 10<br />
| <i><font color=gray>Alien Operations</font></i> || Regen Biofield<br />(Psi Power) || Thin Man Captive<br />(Scientists)<br />
| <b>Laser Weapons:</b><br />Beam Lasers<br />Advanced Beam Lasers<br />Pulse Lasers<br />Advanced Pulse Lasers<br />
| <b>Laser Weapons:</b><br />Aircraft Boosters<br />Enhanced Lasers<br />Supercapacitators<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateFloater.png|150x75px]]</div>'''Floater Interrogation''' || Floater Autopsy<br />
| 1 Floater || 9<br />
| <i><font color=gray>Alien Operations</font></i> || - || Floater Captive<br />(Engineers)<br />
| <b>Aerospace:</b><br />UFO Analysis: (all)<br />Advanced Aerospace Concepts<br />Alien Propulsion<br />Antigrav Systems<br />
| <b>Aerospace:</b><br />Advanced Flight<br />Aircraft Boosters<br />Armored Fighters<br />Elerium Afterburners<br />Improved Avionics<br />Penetrator Weapons<br />Super Skyranger<br />UFO Countermeasures<br />UFO Tracking<br />Wingtip Sparrowhawks<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]</div>'''Heavy Floater Interrogation''' || Heavy Floater Autopsy<br />
| 1 Heavy Floater || 18<br />
| <i><font color=gray>Alien Operations</font></i> || - || Heavy Floater Captive<br />(Scientists and Engineers)<br />
| <b>Plasma Weapons:</b><br />Plasma Weapons<br />Advanced Plasma Weapons<br />Compact Plasma Weapons<br />Heavy Plasma Weapons<br />Precision Plasma Weapons<br />Vehicular Plasma Weapons<br />
| <b>Plasma Weapons:</b><br />Enhanced Plasma<br />Reflex Pistols<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateMuton.png|150x75px]]</div>'''Muton Interrogation''' || Muton Autopsy<br />
| 1 Muton || 14<br />
| <i><font color=gray>Alien Operations</font></i> || Distortion Field<br />(Psi Power) || Muton Captive<br />(Soldiers and maybe<br />Scientists)<br />
| <b>Gauss Weapons:</b><br />Gauss Weapons<br />Advanced Gauss Weapons<br />
| <b>Gauss Weapons:</b><br />Mag Pistols<br />Phoenix Coilguns<br />Quenchguns<br />Rail Pistols<br />Wingtip Sparrowhawks<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateMutonElite.png|150x75px]]</div>'''Muton Elite Interrogation''' || Muton Elite Autopsy<br />
| 1 Muton Elite || 25<br />
| <i><font color=gray>Alien Operations</font></i> || Pyrokinesis <br /> (Psi Power) || Muton Elite Captive<br />(Soldiers and maybe<br />Scientists)<br />
| <b>Weapons:</b><br />All Laser Weapon Research<br />All Gauss Weapon Research<br />All Plasma Weapon Research<br />Alien Weaponry<br />EMP Weapons<br />Fusion Weapons<br />
| <b>Weapons:</b><br />All Laser Weapon Projects<br />All Gauss Weapon Projects<br />All Plasma Weapon Projects<br />Ammo Conservation<br />Enhanced Ballistics<br />SCOPE Upgrade<br />SHIV Suppression<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateBerserker.png|150x75px]]</div>'''Berserker Interrogation''' || Berserker Autopsy<br />
| 1 Berserker || 20<br />
| <i><font color=gray>Alien Operations</font></i> || Psi Panic<br />(Psi Power) || Berserker Captive<br />(Soldiers and Scientists)<br />
| <b>Armor:</b><br />Improved Body Armor<br />Advanced Body Armor<br />Mobile Power Armor<br />Advanced Power Armor<br />Improved Combat Exoskeletons<br />Heavy Combat Exoskeletons<br />Mobile Combat Exoskeletons<br />
| <b>Armor:</b><br />Armored Fighters<br />Shaped Armor<br />Mechanized Unit Defenses<br />Tactical Rigging<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateElder.png|150x75px]]</div>'''Ethereal Interrogation''' || Ethereal Autopsy<br />
| 1 Ethereal || 50<br />
| <i><font color=gray>Alien Operations</font></i><br /><i><font color=gray>Alien Command and Control</font></i> || Mind Control<br />(Psi Power)<br /><br /><i><font color=gray>Rift<br />(Psi Power)</font></i> || - || <b>All Research</b> || <b>All Projects</b><br />
|}<br />
<br />
===UFO Analysis===<br />
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type.<br /><br />
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.<br />
<br />
{| class="wikitable"<br />
! colspan="6" | UFO Analysis (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! colspan="2" | Prerequisites !! Cost !! Unlocks<br />
|-align=center<br />
| {{Research Icon}} || <b>Other</b> || {{Time Icon}} || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Scout.png|150x75px]]</div>'''UFO Analysis: Scout''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]<br />mission completed || 3 || 10% Bonus Damage to Scouts<br />Salvage 20% more alloys and elerium from Scouts<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Fighter.png|150x75px]]</div>'''UFO Analysis: Fighter''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]<br />mission completed || 3 || 10% Bonus Damage to Fighters<br />Salvage 20% more alloys and elerium from Fighters<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Raider.png|150x75px]]</div>'''UFO Analysis: Raider''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]<br />mission completed || 4 || 10% Bonus Damage to Raiders<br />Salvage 20% more alloys and elerium from Raiders<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Destroyer.png|150x75px]]</div>'''UFO Analysis: Destroyer''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]<br />mission completed || 4 || 10% Bonus Damage to Destroyers<br />Salvage 20% more alloys and elerium from Destroyers<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Abductor.png|150x75px]]</div>'''UFO Analysis: Abductor''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]<br />mission completed || 5 || 10% Bonus Damage to Abductors<br />Salvage 20% more alloys and elerium from Abductors<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Harvester.png|150x75px]]</div>'''UFO Analysis: Harvester''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]<br />mission completed || 5 || 10% Bonus Damage to Harvesters<br />Salvage 20% more alloys and elerium from Harvesters<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Transport.png|150x75px]]</div>'''UFO Analysis: Transport''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]<br />mission completed || 6 || 10% Bonus Damage to Transports<br />Salvage 20% more alloys and elerium from Transports<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_TerrorShip.png|150x75px]]</div>'''UFO Analysis: Terror Ship''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]<br />mission completed || 6 || 10% Bonus Damage to Terror Ships<br />Salvage 20% more alloys and elerium from Terror Ships<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]</div>'''UFO Analysis: Assault Carrier''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]<br />mission completed || 7 || 10% Bonus Damage to Assault Carriers<br />Salvage 20% more alloys and elerium from Assault Carriers<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Battleship.png|150x75px]]</div>'''UFO Analysis: Battleship''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]<br />mission completed || 7 || 10% Bonus Damage to Battleships<br />Salvage 20% more alloys and elerium from Battleships<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Overseer.png|150x75px]]</div>'''UFO Analysis: Overseer''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]<br />mission completed || 7 || 10% Bonus Damage to Overseers<br />Salvage 20% more alloys and elerium from Overseers<br />
|}<br />
<br /><br />
<br />
==Technology Projects==<br />
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.<br /><br />
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.<br />
<br />
===Xenology===<br />
(Version Long War 15e) <br><br />
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.<br /><br />
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.<br />
<br />
{| class="wikitable"<br />
! colspan="14" | Xenology (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! colspan="2" | Prerequisites !! colspan="6" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || <b>Other</b> || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || <b>Corpses</b> || {{Time Icon}} || <b>Research</b> || <b>Facility</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_Xenobiology.png|150x75px]]</div>'''Xenobiology''' || - || - || -<br />
| - || - || - || - || 5 Sectoids || 6<br />
| Xenoneurology<br />Xenogenetics<br />Sectoid Autopsy<br />Thin Man Autopsy<br />Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses<br />(Council Request<br />for Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArcThrower.png|150x75px]]</div>'''Xenoneurology''' || - || Xenobiology || -<br />
| - || - || 10 || - || 10 Sectoids || 8<br />
| <i><font color=gray>Xenopsionics</font></i><br /><i><font color=gray>Alien Communications</font></i><br /><i><font color=gray>Berserker Autopsy</font></i> || - || Arc Thrower<br /><i><font color=gray>Arc Rifle</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_MeldTech.png|150x75px]]</div>'''Xenogenetics''' || Cybernetics || Xenobiology || -<br />
| - || - || - || 20 || - || 10<br />
| <i><font color=gray>Xenopsionics</font></i><br /><i><font color=gray>Alien Biocybernetics</font></i><br /><i><font color=gray>Sectoid Commander Autopsy</font></i><br />Chryssalid Autopsy<br />
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception<br />(Gene Mod)<br /><br />Hyper-Reactive Pupils<br />(Gene Mod)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_MindShield.png|150x75px]]</div>'''Xenopsionics''' || Psionics || Xenoneurology<br />Xenogenetics<br />Sectoid Autopsy || -<br />
| - || - || - || 15 || - || 14<br />
| <i><font color=gray>Alien Operations</font></i><br />Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray<br />(Psi Power)<br /><br />Neural Feedback<br />(Psi Power)<br /><br />Psi Warfare Systems<br />(Foundry Project)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:Alien_BioCybernetics.png|150x75px]]</div>'''Alien Biocybernetics''' || Cybernetics || Xenogenetics<br />Alien Materials<br />Alien Computers || -<br />
| 5 || 30 || 50 || 40 || - || 25<br />
| Floater Autopsy<br />Cyberdisc Autopsy<br /><i><font color=gray>Mechtoid Autopsy</font></i><br /><i><font color=gray>Mind and Machine</font></i><br /><i><font color=gray>Plasma Weapons</font></i><br />
| || <i><font color=gray>Neural Gunlink</font></i><br /><br />MEC-1 Paladin || Advanced Surgery<br />(Foundry Project)<br /><br />MEC Warfare Systems<br />(Foundry Project)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_OutsiderShard.png|150x75px]]</div>'''Alien Operations''' || Psionics || Xenopsionics<br />any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]<br />
| - || - || - || - || - || 20<br />
| - || - || - || Skeleton Key<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_HyperwaveCommunication.png|150x75px]]</div>'''Alien Communications''' || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]<br />mission completed<br />
| - || 100 || - || - || - || 60<br />
| <i><font color=gray>Stealth Systems</font></i> || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || <i><font color=gray>Mimic Beacon</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PsiLink.png|150x75px]]</div>'''Alien Command and Control''' || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]<br />
| - || 100 || - || - || - || 150<br />
| <i><font color=gray>Mind and Machine</font></i> || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -<br />
|}<br />
<br />
===Materials and Aerospace===<br />
(Version Long War Beta 15e)<br><br />
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.<br /><br />
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.<br />
<br />
{| class="wikitable"<br />
! colspan="13" | Materials and Aerospace (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="6" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || <b>Devices</b> || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout & Other</b> || <b>Council Request</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AlienMaterials.png|150x75px]]</div>'''Alien Materials''' || - || -<br />
| 4 || 4 || 10 || 1 || - || 6<br />
| Elerium<br /><i><font color=gray>Advanced Aerospace Concepts</font></i><br />UFO Analysis: (all)<br /><i><font color=gray>Alien Biocybernetics</font></i><br />Improved Body Armor<br /><i><font color=gray>Gauss Weapons</font></i><br />
| Alien Metallurgy<br />Improved Salvage<br />Enhanced Ballistics<br />Aircraft Boosters<br />
| Alloy Plating<br /><i><font color=gray>Breaching Ammo</font></i><br /><i><font color=gray>Shredder Ammo</font></i><br /><i><font color=gray>Alloy Bipod</font></i><br />Phoenix Cannon<br /><br />HEAT Ammo (SHIV)<br />
| Alien Alloys<br />(Credits / Engineers)<br /><br />Elerium<br />(Credits / Scientists / Engineers)<br /><br />Meld<br />(Credits / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AlienWeaponFragments.png|150x75px]]</div>'''Alien Weaponry''' || Weapons || -<br />
| - || - || 5 || - || - || 6<br />
| Experimental Warfare<br />Beam Lasers<br /><i><font color=gray>Plasma Weapons</font></i> || Mag Pistols<br />SHIV Suppression<br />
| SCOPE<br />Marksman's Scope || Weapon Fragments<br />(Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_UFONavigation.png|150x75px]]</div>'''Alien Computers''' || - || -<br />
| - || - || - || - || 4 UFO<br />Flight<br />Computers || 10<br />
| <i><font color=gray>Alien Power Systems</font></i><br />Drone Autopsy<br />Seeker Autopsy<br />Sectopod Autopsy<br /><i><font color=gray>Alien Biocybernetics</font></i> || -<br />
| [[Satellite Nexus (Long War)|Satellite Nexus]]<br />(Facility) || UFO Flight Computers<br />(Engineers and maybe<br />Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_Elerium.png|150x75px]]</div>'''Elerium''' || - || Alien Materials<br />
| - || 60 || - || - || - || 30<br />
| <i><font color=gray>Alien Power Systems</font></i><br /><i><font color=gray>Mobile Power Armor</font></i> || Jellied Elerium || <i><font color=gray>Elerium Turbos<br />(SHIV)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ExperimentalWarfare.png|150x75px]]</div>'''Experimental Warfare''' || - || Alien Weaponry<br />
| - || - || 20 || - || - || 8<br />
| <i><font color=gray>Advanced Aerospace Concepts</font></i><br /><i><font color=gray>Gauss Weapons</font></i> || SCOPE Upgrade<br />New Combat Systems<br />
| Smartshell Pod<br />(SHIV)<br /><br />Adaptive Tracking Pod<br />(SHIV) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_UFOPower.png|150x75px]]</div>'''Alien Power Systems''' || - || Alien Computers<br />Elerium<br />
| - || 60 || - || - || 6 UFO<br />Power<br />Sources || 40<br />
| <i><font color=gray>Alien Propulsion</font></i><br /><i><font color=gray>Advanced Power Armor</font></i><br /><i><font color=gray>Pulse Lasers</font></i><br /><i><font color=gray>Plasma Weapons</font></i><br />
| Alien Nucleonics<br />Improved Arc Thrower<br />UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]<br />(Facility) || UFO Power Sources<br />(Credits and<br />Soldiers / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]</div>'''Advanced Aerospace Concepts''' || Aerospace || Alien Materials<br />Experimental Warfare<br />
| 10 || - || 50 || - || - || 22<br />
| <i><font color=gray>Alien Propulsion</font></i> || Super Skyranger<br />Armored Fighters<br />Improved Avionics<br />Penetrator Weapons<br />Wingtip Sparrowhawks<br />UFO Scanners || - || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_Firestorm.png|150x75px]]</div>'''Alien Propulsion''' || Aerospace || Alien Power Systems<br />Advanced Aerospace Concepts<br />
| 20 || 100 || 160 || - || 6 UFO<br />Power<br />Sources || 92<br />
| <i><font color=gray>Antigrav Systems</font></i> || Elerium Afterburners || Firestorm<br />(Aerospace) || -<br />
|}<br />
<br />
===Armor, MECs, and SHIVs===<br />
(Version Long War Beta 15e)<br><br />
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.<br />
<br />
{| class="wikitable"<br />
! colspan="13" | Armor, MECs, and SHIVs (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="4" | Cost !! colspan="5" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorImprovedBody.png|150x75px]]</div>'''Improved Body Armor''' || Armor || Alien Materials<br />
| 8 || - || - || - || 8<br />
| Advanced Body Armor || Security Training: Armor || Phalanx Armor<br /><i><font color=gray>Aurora Armor</font><br /></i>Reinforced Armor<br /><i><font color=gray>Armor Piercing Ammo</font></i> || Alloy SHIV<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorAdvancedBody.png|150x75px]]</div>'''Advanced Body Armor''' || Armor || Improved Body Armor<br />
| 12 || - || - || - || 20<br />
| <i><font color=gray>Mobile Power Armor</font></i> || Mechanized Unit Defenses || Kestrel Armor<br />Carapace Armor || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorMobilePower.png|150x75px]]</div>'''Mobile Power Armor''' || Armor || Advanced Body Armor<br />Elerium<br />
| 20 || 20 || - || - || 40<br />
| <i><font color=gray>Improved Combat Exoskeletons</font></i><br /><i><font color=gray>Advanced Power Armor</font></i> || - || Banshee Armor<br />Aegis Armor<br /><i><font color=gray>Impact Vest</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorAdvancedPower.png|150x75px]]</div>'''Advanced Power Armor''' || Armor || Mobile Power Armor<br />Alien Power Systems<br />
| 20 || 40 || - || - || 68<br />
| <i><font color=gray>Mobile Combat Exoskeletons</font></i><br /><i><font color=gray>Heavy Combat Exoskeletons</font></i><br /><i><font color=gray>Antigrav Systems</font></i><br /><i><font color=gray>Stealth Systems</font></i> || - || Corsair Armor<br />Titan Armor<br /><i><font color=gray>Walker Servos</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]</div>'''Improved Combat Exoskeletons''' || Armor || Mobile Power Armor<br />MEC Warfare Systems (Foundry)<br />
| 10 || 100 || 50 || 10 || 50<br />
| <i><font color=gray>Mobile Combat Exoskeletons</font></i><br /><i><font color=gray>Heavy Combat Exoskeletons</font></i> || - || MEC-2 Defender<br />MEC-3 Valiant<br /> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]</div>'''Heavy Combat Exoskeletons''' || Armor || Advanced Power Armor<br />Improved Combat Exoskeletons<br />
| 20 || 75 || 50 || 10 || 90<br />
| - || - || MEC-4 Dauntless<br />MEC-5 Devastator<br /> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]</div>'''Mobile Combat Exoskeletons''' || Armor || Advanced Power Armor<br />Improved Combat Exoskeletons<br />
| 15 || 100 || 50 || 10 || 90<br />
| - || - || MEC-6 Vanguard<br />MEC-7 Vindicator<br /> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorArchangel.png|150x75px]]</div>'''Antigrav Systems''' || Aerospace || Advanced Power Armor<br />Alien Propulsion<br />
| 5 || 100 || - || - || 70<br />
| - || Advanced Flight || Seraphim Armor<br />Archangel Armor<br />Fuel Cell<br /><br /><i><font color=gray>The Thumper (MEC)</font></i> || Hover SHIV<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorGhost.png|150x75px]]</div>'''Stealth Systems''' || - || Advanced Power Armor<br />Alien Communications<br />
| 30 || 100 || - || - || 80<br />
| - || Stealth Satellites || Shadow Armor || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorPsi.png|150x75px]]</div>'''Mind and Machine''' || Psionics || Alien Biocybernetics<br />Alien Command and Control<br />
| 20 || 100 || - || 5 || 150<br />
| - || - || Vortex Armor || -<br />
|}<br />
<br />
===Laser and Gauss Weapons===<br />
(Version Long War Beta 15e)<br><br />
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.<br />
<br />
{| class="wikitable"<br />
! colspan="12" | Laser and Gauss Weapons (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_LaserPistol.png|150x75px]]</div>'''Beam Lasers''' || Laser Weapons<br />Weapons || Alien Weaponry<br />
| 10 || - || 40 || - || 8<br />
| Advanced Beam Lasers || Security Training: Weapons<br />
| Laser Shatterray<br />Laser Carbine<br />Laser Rifle<br />Autolaser<br />Gatling Laser<br />Laser Pistol<br />Heater || Laser Rifles<br />(Council Request<br />for Soldiers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PrecisionLasers.png|150x75px]]</div>'''Advanced Beam Lasers''' || Laser Weapons<br />Weapons || Beam Lasers<br />
| 10 || - || 50 || - || 14<br />
| <i><font color=gray>Pulse Lasers</font></i> || Enhanced Lasers<br />
| Heavy Laser Rifle<br />Scatter Laser<br />Laser Strike Rifle<br />Laser Sniper Rifle<br /><br /><i><font color=gray>Laser Lance (MEC)</font></i><br />Superheavy Laser (SHIV) || Laser Cannon<br />(Aerospace)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:Gauss_Weapons.png|150x75px]]</div>'''Gauss Weapons''' || Gauss Weapons<br />Weapons || Alien Materials<br />Experimental Warfare<br />
| 20 || 10 || 80 || - || 32<br />
| Advanced Gauss Weapons || Rail Pistols<br />Phoenix Coilguns<br />
| Gauss Stuttergun<br />Gauss Carbine<br />Gauss Rifle<br />Gauss Autorifle<br />Gauss Machine Gun<br />Gauss Autopistol<br /><br /><i><font color=gray>Grenade Launcher (MEC)</font></i><br />Sentry Gun (SHIV) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaShotgun.png|150x75px]]</div>'''Advanced Gauss Weapons''' || Gauss Weapons<br />Weapons || Gauss Weapons<br />
| 20 || 10 || 100 || - || 38<br />
| <i><font color=gray>Electromagnetic Pulse (EMP) Weapons</font></i> || Quenchguns || Heavy Gauss Rifle<br />Alloy Cannon<br />Alloy Strike Rifle<br />Gauss Long Rifle<br />Recoilless Rifle<br /><br /><i><font color=gray>Railgun (MEC)</font></i><br /><i><font color=gray>Proximity Mine Launcher (MEC)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_LaserCannon.png|150x75px]]</div>'''Pulse Lasers''' || Laser Weapons<br />Weapons || Advanced Beam Lasers<br />Alien Power Systems<br />
| 20 || 40 || 125 || - || 60<br />
| Advanced Pulse Lasers || - || Pulse Stengun<br />Pulse Carbine<br />Pulse Rifle<br />Pulse Autoblaster<br />Gatling Pulser<br />Blaster<br /><br />Superheavy Pulser (SHIV) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ShipLaserCannon.png|150x75px]]</div>'''Advanced Pulse Lasers''' || Laser Weapons<br />Weapons || Pulse Lasers<br />
| 20 || 40 || 150 || - || 65<br />
| <i><font color=gray>EMP Weapons</font></i> || Supercapacitors || Heavy Pulse Rifle<br />Scatter Blaster<br />Blaster Rifle<br />Pulse Sniper Rifle<br /><br /><i><font color=gray>Pulse Lance (MEC)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_EMPCannon.png|150x75px]]</div>'''EMP Weapons''' || Weapons || Advanced Gauss Weapons<br />Advanced Pulse Lasers<br />
| - || 200 || 300 || 40 || 95<br />
| <i><font color=gray>Fusion Weapons</font></i> || Drone Capture || <i><font color=gray>Electropulse (MEC)</font></i> || EMP Cannon<br />(Aerospace)<br />
|}<br />
<br />
===Plasma Weapons===<br />
(Version Long War Beta 15e)<br><br />
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.<br />
<br />
{| class="wikitable"<br />
! colspan="12" | Plasma Weapons (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || <b>Alien Weapons</b> || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaLightRifle.png|150x75px]]</div>'''Plasma Weapons''' || Plasma Weapons<br />Weapons || Alien Weaponry<br />Alien Power Systems<br />Alien Biocybernetics<br />
| 20 || 60 || 175 || 5 Carbines || 75<br />
| Advanced Plasma Weapons<br />Compact Plasma Weapons || - || Plasma Stormgun<br />Plasma Carbine || Alien Carbines<br />(Council Request<br />for Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaRifle.png|150x75px]]</div>'''Advanced Plasma Weapons''' || Plasma Weapons<br />Weapons || Plasma Weapons<br />
| 20 || 80 || 200 || 3 Rifles || 90<br />
| Heavy Plasma Weapons<br />Precision Plasma Weapons<br />Vehicular Plasma Weapons || - || Plasma Rifle<br />Plasma Novagun<br />Reflex Cannon || Alien Rifle<br />(Council Request<br />for Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaPistol.png|150x75px]]</div>'''Compact Plasma Weapons''' || Plasma Weapons<br />Weapons || Plasma Weapons<br />
| 10 || 40 || 150 || 2 Pistols || 50<br />
| - || Reflex Pistols || Plasma Pistol<br />Plasma Mauler || Alien Pistols<br />(Council Request<br />for Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaHeavy.png|150x75px]]</div>'''Heavy Plasma Weapons''' || Plasma Weapons<br />Weapons || Advanced Plasma Weapons<br />
| 20 || 90 || 200 || 2 Heavy Weapons || 90<br />
| <i><font color=gray>Fusion Weapons</font></i> || - || Heavy Plasma Rifle<br />Plasma Dragon<br /><br /><i><font color=gray>Particle Cannon<br />(MEC)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaSniper.png|150x75px]]</div>'''Precision Plasma Weapons''' || Plasma Weapons<br />Weapons || Advanced Plasma Weapons<br />
| 20 || 90 || 200 || - || 90<br />
| - || Enhanced Plasma || Reflex Rifle<br />Plasma Sniper Rifle || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaCannon.png|150x75px]]</div>'''Vehicular Plasma Weapons''' || Plasma Weapons<br />Weapons || Advanced Plasma Weapons<br />
| 20 || 90 || 200 || - || 90<br />
| - || - || Superheavy Plasma<br />(SHIV) || Plasma Cannon<br />(Aerospace)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_FusionLance.png|150x75px]]</div>'''Fusion Weapons''' || Weapons || Heavy Plasma Weapons<br />EMP Weapons<br />
| 40 || 200 || 300 || - || 120<br />
| - || - || Blaster Launcher || Fusion Lance<br />(Aerospace)<br />
|}<br />
<br /><br />
<br />
==See also==<br />
{{Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Psionic_(Long_War)&diff=66974Psionic (Long War)2015-07-30T00:33:54Z<p>Zyxpsilon: /* In-game application of powers */ Proper perks pre-requisites for Psi Panic (Berserker) & Psychokinetic Strike (Sectoid Commander)</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<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 />
<br /><br /><br /><br /><br />
<gallery mode="packed" caption="Class icons" widths="64px" heights="64px" ><br />
File: PSIONIC ASSAULT.png|Assault<br />
File: Psionic Infantry (Long War).png|Infantry<br />
File: PSIONIC HEAVY.png|Gunner<br />
File: Psionic Rocketeer (Long War).png|Rocketeer<br />
File: Psionic Scout (Long War).png|Scout<br />
File: PSIONIC SNIPER.png|Sniper<br />
File: Psionic Engineer (Long War).png|Engineer<br />
File: PSIONIC SUPPORT.png|Medic<br />
</gallery><br />
<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%" | {{ Regen Biofield (Long War)|text=1}}<br />
| width="30%" | {{ Neural Feedback (Long War)|text=1}}<br />
| width="30%" | {{ Mindfray (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Sensitive'''<br />
| width="30%" | {{Distortion Field (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{Psi Inspiration (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Talent'''<br />
| width="30%" | {{Psi Panic (Long War)|text=1}}<br />
| width="30%" | <br />
| width="30%" | {{ Mind Merge (Long War)|text=1}}<br />
|- align="center"<br />
! rowspan="1" | [[File:CLASS PSIONIC.png|32px]]<br/>'''Adept''' <br />
| width="30%" | {{ Psychokinetic Strike (Long War)|text=1}}<br />
| width="30%" | {{ Pyrokinesis (Long War)|text=1}}<br />
| width="30%" | {{ Telekinetic Field (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 unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers or MEC troopers.<br />
<br />
=== Unlocking Psi powers ===<br />
<br />
By default, only Mindfray is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.<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 to the target.<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 awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster s/he will unveil the mystery behind his/her psionic powers. Each Psi ability from the same Psi Rank provides the same passive gain. The experience gain is cumulative across all abilities learned.<br />
A soldier gains a new Psi Rank for 5 completed missions, unless the Neuroregulator (an EXALT loot item) is used. Thus, to achieve the final rank of Master you should require approximately 30 missions per soldier. <br><br />
<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 45%. 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:''' 50<br />
* '''Level 2:''' 60<br />
* '''Level 3:''' 70<br />
* '''Level 4:''' 80<br />
* '''Level 5:''' 95<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="85%" <br />
|- <br />
! width="12%" align="center" | Psionic Ability<br />
! width="18%" align="center" | Prerequisite<br />
! width="80%" align="center" colspan="1"| Description<br />
|- align="center"<br />
| [[File:PSIONIC MINDFRAY.png|32px]] <br />'''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 />
|- align="center"<br />
| [[File:Neural_Feedback.png|32px]] <br />'''Neural Feedback''' || None || Causes damage to the psi attacker (much less than in vanilla) and puts all their psi attacks on cool down. Is always on and also provides protection to nearby allies. Damage scales with will difference between psi attacker and psi defender.<br />
|- align="center"<br />
| [[File:Regen_Biofield.png|32px]] <br />'''Regen Biofield''' || Thin Man Interrogation || Like the Elite EXALT Medic's ability, provides +1 HP regeneration and has a 50% chance to cure acid or reduce panic duration (separate rolls) to all ally units within 3 tiles of the Psionic Trooper. It triggers only if an ally is wounded beyond bonus armor HP.<br />
|- align="center"<br />
| [[File:PSIONIC PSIINSPIRATION.png|32px]] <br />'''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.<br />
|- align="center"<br />
| [[File:Distortion_Field.png|32px]] <br />'''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 />
|- align="center"<br />
| [[File:PSIONIC MINDMERGE.png|32px]] <br />'''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 />
|- align="center"<br />
| [[File:PSIONIC PANIC.png|32px]] <br />'''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 />
|- align="center"<br />
| [[File:PSIONIC PSIDRAIN.png|32px]] <br />'''Psychokinetic Strike''' || Sectoid Commander 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 />
|- align="center"<br />
| [[File:PSIONIC TELEKINETICFIELD.png|32px]] <br />'''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 />
|- align="center"<br />
| [[File:PSIONIC MINDCONTROL.png|32px]] <br />'''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 />
|- align="center"<br />
| [[File:PSIONIC RIFT.png|32px]] <br />'''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 '''Regen Biofield''' 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. Regen Biofield is another passive ability focused on having a chance to remove status effects and heal non-armor HP.<br />
<br />
*'''Distortion Field''' vs '''Psi Inspiration'''<br />
Distortion Field is a passive ability that applies +10 defense to soldiers other than the psion in the area. Psi Inspiration is a great defensive buff, which eliminates negative will effects, but could also be a great tactical reactive tool to bring panicking soldiers back under your control.<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 />
*'''Telekinetic Field''' vs '''Psychokinetic Strike'''<br />
Two 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.<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 PsiXP<br />
* Have previously mind controlled an Ethereal<br />
* Successfully completed the training for Rift in the Psi Lab<br />
* And lastly, the soldier ''must'' wear Vortex Armor into battle. 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 135 on normal/classic, 155 on brutal, and 160 on impossible (they gain +15 will with their regen upgrade).<br />
<br />
Ethereals gain +55 will at max research (1200 days in, the first +15 increase is at 420 days).<br />
<br />
Ethereal pod leaders can also gain another +70 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>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Research_(Long_War)&diff=66973Research (Long War)2015-07-30T00:28:25Z<p>Zyxpsilon: /* Alien Interrogations */ Sectoid-Commander & Berserker proper Perk Unlocks.</p>
<hr />
<div>{{CheckOutdated (Long War)|b15}}<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Wiki-facbox_research.png<br />
|isize=256<br />
|effect=Development of new technologies and investigating alien species<br />
|adjacency=None<br />
|prerequisites=None<br />
|other=None<br />
|credits=0<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=0 <br />
|quick credits=0<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=0<br />
|quick build time=0 <br />
|maintenance=0<br />
|power=5<br />
|}}<br />
<br />
==New in Long War==<br />
While research in Long War works similar to how it works in Vanilla, there are some notable changes:<br />
* New research projects have been added, expanding the research tree.<br />
* The time required to research a project has been increased.<br />
* Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.<br />
* Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.<br />
* Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.<br />
* Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.<br />
* Aliens now have various perks. Autopsies are required to inspect aliens of the same species and see their perks. For example, once Sectoid Autopsy has been performed, players can target a Sectoid, and press F1 to inspect them.<br />
* UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.<br />
* All council requests except Satellites now require specific research projects to be completed. For example, council members will not request Sectoid Corpses before Xenobiology has been researched.<br />
* South America's continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.<br />
<br /><br />
==Notes==<br />
The duration listed for all research projects is the duration for 30 scientists with no [[Laboratory (Long War)|Laboratories]], adjacency bonus or research credits.<br />
* Having less than 30 scientists increases the duration of all research projects. For example, if you have 15 scientists, the actual duration is double that of the listed value.<br />
* Having more than 30 scientists decreases the duration of all research projects. For example, if you have 60 scientists, the actual duration is half that of the listed value.<br />
* [[Laboratory (Long War)|Laboratories]] increase the research speed by 20%.<br />
* Adjacency links between [[Laboratory (Long War)|Laboratories]], the [[Genetics Lab (Long War)|Genetics Lab]] and the [[Psionic Labs (Long War)|Psionic Labs]] increase the research speed by 10%.<br />
* Interrogations provide research credits, which increase the research speed of all research projects and foundry projects that match the credit type by 25%.<br />
<br /><br />
Items in the "Unlocks" columns that are listed in <i><font color=gray>italic and gray</font></i> require multiple research projects, or require both a research project and a foundry project. They are only unlocked when all research projects are completed, or when both the research project and the foundry project have been completed.<br />
* Exception: Alien Operations only requires a single interrogation in addition to Xenopsionics.<br />
<br /><br />
<br />
==Analysis Projects==<br />
Analysis projects allow players to study aliens and their UFOs. These studies are generally shorter than technology projects, and do not cost any resources, except the corpses required for the autopsy or the captive required for the interrogation. Note that the duration to analyze more powerful aliens increases much more than in Vanilla.<br />
<br />
===Alien Autopsies===<br />
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies now require and consume multiple corpses, as listed below.<br /><br />
In addition to the listed unlocked items, autopsies also unlock the ability to inspect aliens on the battlefield and see their perks by targeting them and pressing F1, and often also unlock related council requests.<br />
<br />
{| class="wikitable"<br />
! colspan="9" | Alien Autopsies (Long War)<br />
|-<br />
! rowspan="2" | Research !! Prerequisites !! colspan="2" | Cost !! colspan="5" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || <b>Corpses</b> || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b> || <b>Council Request</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySectoid.png|150x75px]]</div>'''Sectoid Autopsy''' || Xenobiology<br />
| 10 Sectoids || 4<br />
| <i><font color=gray>Sectoid Commander Autopsy</font></i><br /><i><font color=gray>Mechtoid Autopsy</font></i><br />Sectoid Interrogation<br /><i><font color=gray>Xenopsionics</font></i> || - || - || Smart Macrophages<br />(Gene Mod) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySectoidCommander.png|150x75px]]</div>'''Sectoid Commander Autopsy''' || Sectoid Autopsy<br />Xenogenetics<br />
| 5 Sectoid Commanders || 35<br />
| Sectoid Commander Interrogation || - || <i><font color=gray>Mind Shield</font></i> || Mind Merge<br />(Psi Power) || Sectoid Commander Corpses<br />(Soldiers / Scientists)<br /><br />Alien Entertainment<br />(Panic Reduction)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyThinman.png|150x75px]]</div>'''Thin Man Autopsy''' || Xenobiology<br />
| 10 Thin Men || 6<br />
| Thin Man Interrogation || Improved Medikit || <i><font color=gray>Chem Grenade</font></i><br /><br /><i><font color=gray>Restorative Mist<br />(MEC)</font></i> || Muscle Fiber Density<br />(Gene Mod) || Thin Man Corpses<br />(Soldiers / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyFloater.png|150x75px]]</div>'''Floater Autopsy''' || Alien Biocybernetics<br />
| 10 Floaters || 5<br />
| Heavy Floater Autopsy<br />Floater Interrogation || Shaped Armor || <i><font color=gray>Kinetic Strike Module<br />(MEC)</font></i> || <i><font color=gray>Uplink Targeting Module (Aerospace)<br />Flak Ammo</font></i> || Floater Corpses<br />(Soldiers / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyFloaterHeavy.png|150x75px]]</div>'''Heavy Floater Autopsy''' || Floater Autopsy<br />
| 5 Heavy Floaters || 10<br />
| Heavy Floater Interrogation || Advanced Repair || Damage Control Pod<br />(SHIV) || - || Heavy Floater Corpses<br />(Soldiers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyMuton.png|150x75px]]</div>'''Muton Autopsy''' || Xenobiology<br />
| 10 Mutons || 8<br />
| Muton Elite Autopsy<br /><i><font color=gray>Berserker Autopsy</font></i><br />Muton Interrogation || Ammo Conservation<br />Alien Grenades || - || Adrenal Neurosympathy<br />(Gene Mod) || Muton Corpses<br />(Soldiers / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyElite.png|150x75px]]</div>'''Muton Elite Autopsy''' || Muton Autopsy<br />
| 5 Muton Elites || 10<br />
| Muton Elite Interrogation || Tactical Rigging || - || Secondary Heart<br />(Gene Mod) || Muton Elite Corpses<br />(Soldiers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyBerserker.png|150x75px]]</div>'''Berserker Autopsy''' || Muton Autopsy<br />Xenoneurology<br />
| 5 Berserkers || 10<br />
| Berserker Interrogation || MEC Close Combat || Combat Stims || Neural Dampening<br />(Gene Mod) || Berserker Corpses<br />(Credits / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyElder.png|150x75px]]</div>'''Ethereal Autopsy''' || Xenopsionics<br />
| 3 Ethereals || 50<br />
| Ethereal Interrogation || - || - || Telekinetic Field<br />(Psi Power) || Ethereal Corpses<br />(Soldiers and maybe Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyCryssalid.png|150x75px]]</div>'''Chryssalid Autopsy''' || Xenogenetics<br />
| 5 Chryssalids || 9<br />
| - || - || Chitin Plating || Adaptive Bone Marrow<br />(Gene Mod) || Chryssalid Carcasses<br />(Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyDrone.png|150x75px]]</div>'''Drone Autopsy''' || Alien Computers<br />
| 5 Drones || 3<br />
| - || SHIV Repair || Holo-Targeter<br />(MEC/SHIV) || - || Drone Wrecks<br />(Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySeeker.png|150x75px]]</div>'''Seeker Autopsy''' || Alien Computers<br />
| 5 Seekers || 6<br />
| - || UFO Countermeasures || Respirator Implant<br /><i><font color=gray>Chameleon Suit</font></i><br /><i><font color=gray>Shadow Device</font></i> || Bioelectric Skin<br />(Gene Mod) || Seeker Wrecks<br />(Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsySectopod.png|150x75px]]</div>'''Sectopod Autopsy''' || Alien Computers<br />
| 3 Sectopods || 25<br />
| - || - || <i><font color=gray>Battle Computer<br />(MEC/SHIV)</font></i><br /><br />Weapon Supercooler<br />(SHIV) || - || Sectopod Wrecks<br />(Credits and Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyCyberdisc.png|150x75px]]</div>'''Cyberdisc Autopsy''' || Alien Biocybernetics<br />
| 3 Cyberdiscs || 7<br />
| - || Sentinel Drone || Autosentry Turret<br />(SHIV) || Iron Skin<br />(Gene Mod)<br /><br /><i><font color=gray>Defensive Matrix<br />(Aerospace)</font></i> || Cyberdisc Wrecks<br />(Credits and<br />Soldiers / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AutopsyMechtoid.png|150x75px]]</div>'''Mechtoid Autopsy''' || Sectoid Autopsy<br />Alien Biocybernetics<br />
| 3 Mechtoids || 18<br />
| - || Advanced Servomotors || <i><font color=gray>Psi Screen</font></i><br /><br /><i><font color=gray>Tactical Sensors<br />(MEC)</font> || - || Mechtoid Cores<br />(Scientists / Engineers)<br />
|}<br />
<br />
===Alien Interrogations===<br />
Alien captives that have been captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]] and housed in the [[Alien Containment (Long War)|Alien Containment]] can be interrogated once the autopsy project for that species has been completed.<br /><br />
All interrogations unlock certain research credits, which increases the research speed of all future research projects and foundry projects that match the credit type by 25%, and often also unlock related council requests.<br />
<br />
{| class="wikitable"<br />
! colspan="9" | Alien Interrogations (Long War)<br />
|-<br />
! rowspan="2" | Research !! Prerequisites !! colspan="2" | Cost !! colspan="3" | Unlocks !! colspan="2" | Research Credits<br />
|-align=center<br />
| {{Research Icon}} || <b>Captives</b> || {{Time Icon}} || <b>Research</b> || <b>Other</b> || <b>Council Request</b> || <b>Research</b> || <b>Foundry</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateSectoid.png|150x75px]]</div>'''Sectoid Interrogation''' || Sectoid Autopsy<br />
| 1 Sectoid || 9<br />
| <i><font color=gray>Alien Operations</font></i> || Psi Inspiration<br />(Psi Power) || Sectoid Captive<br />(Soldiers / Scientists)<br />
| <b>Cybernetics:</b><br />Xenogenetics<br />Alien Biocybernetics<br />
| <b>Cybernetics:</b><br />Advanced Repair<br />Advanced Servomotors<br />Advanced Surgery<br />Drone Capture<br />Improved Medikit<br />Jellied Elerium<br />MEC Close Combat<br />MEC Warfare Systems<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateSectoidCommander.png|150x75px]]</div>'''Sectoid Commander Interrogation''' || Sectoid Commander Autopsy<br />
| 1 Sectoid Commander || 35<br />
| <i><font color=gray>Alien Operations</font></i> || Psychokinetic Strike<br />(Psi Power) || Sectoid Commander Captive<br />(Panic Reduction and<br /> Soldiers / Scientists)<br />
| <b>Psionics:</b><br />Xenopsionics<br />Alien Operations<br />Alien Command and Control<br />Mind and Machine<br />
| <b>Psionics:</b><br />Psi Warfare Systems<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateThinman.png|150x75px]]</div>'''Thin Man Interrogation''' || Thin Man Autopsy<br />
| 1 Thin Man || 10<br />
| <i><font color=gray>Alien Operations</font></i> || Regen Biofield<br />(Psi Power) || Thin Man Captive<br />(Scientists)<br />
| <b>Laser Weapons:</b><br />Beam Lasers<br />Advanced Beam Lasers<br />Pulse Lasers<br />Advanced Pulse Lasers<br />
| <b>Laser Weapons:</b><br />Aircraft Boosters<br />Enhanced Lasers<br />Supercapacitators<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateFloater.png|150x75px]]</div>'''Floater Interrogation''' || Floater Autopsy<br />
| 1 Floater || 9<br />
| <i><font color=gray>Alien Operations</font></i> || - || Floater Captive<br />(Engineers)<br />
| <b>Aerospace:</b><br />UFO Analysis: (all)<br />Advanced Aerospace Concepts<br />Alien Propulsion<br />Antigrav Systems<br />
| <b>Aerospace:</b><br />Advanced Flight<br />Aircraft Boosters<br />Armored Fighters<br />Elerium Afterburners<br />Improved Avionics<br />Penetrator Weapons<br />Super Skyranger<br />UFO Countermeasures<br />UFO Tracking<br />Wingtip Sparrowhawks<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateFloaterHeavy.png|150x75px]]</div>'''Heavy Floater Interrogation''' || Heavy Floater Autopsy<br />
| 1 Heavy Floater || 18<br />
| <i><font color=gray>Alien Operations</font></i> || - || Heavy Floater Captive<br />(Scientists and Engineers)<br />
| <b>Plasma Weapons:</b><br />Plasma Weapons<br />Advanced Plasma Weapons<br />Compact Plasma Weapons<br />Heavy Plasma Weapons<br />Precision Plasma Weapons<br />Vehicular Plasma Weapons<br />
| <b>Plasma Weapons:</b><br />Enhanced Plasma<br />Reflex Pistols<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateMuton.png|150x75px]]</div>'''Muton Interrogation''' || Muton Autopsy<br />
| 1 Muton || 14<br />
| <i><font color=gray>Alien Operations</font></i> || Distortion Field<br />(Psi Power) || Muton Captive<br />(Soldiers and maybe<br />Scientists)<br />
| <b>Gauss Weapons:</b><br />Gauss Weapons<br />Advanced Gauss Weapons<br />
| <b>Gauss Weapons:</b><br />Mag Pistols<br />Phoenix Coilguns<br />Quenchguns<br />Rail Pistols<br />Wingtip Sparrowhawks<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateMutonElite.png|150x75px]]</div>'''Muton Elite Interrogation''' || Muton Elite Autopsy<br />
| 1 Muton Elite || 25<br />
| <i><font color=gray>Alien Operations</font></i> || Pyrokinesis <br /> (Psi Power) || Muton Elite Captive<br />(Soldiers and maybe<br />Scientists)<br />
| <b>Weapons:</b><br />All Laser Weapon Research<br />All Gauss Weapon Research<br />All Plasma Weapon Research<br />Alien Weaponry<br />EMP Weapons<br />Fusion Weapons<br />
| <b>Weapons:</b><br />All Laser Weapon Projects<br />All Gauss Weapon Projects<br />All Plasma Weapon Projects<br />Ammo Conservation<br />Enhanced Ballistics<br />SCOPE Upgrade<br />SHIV Suppression<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateBerserker.png|150x75px]]</div>'''Berserker Interrogation''' || Berserker Autopsy<br />
| 1 Berserker || 20<br />
| <i><font color=gray>Alien Operations</font></i> || Psi Panic<br />(Psi Power) || Berserker Captive<br />(Soldiers and Scientists)<br />
| <b>Armor:</b><br />Improved Body Armor<br />Advanced Body Armor<br />Mobile Power Armor<br />Advanced Power Armor<br />Improved Combat Exoskeletons<br />Heavy Combat Exoskeletons<br />Mobile Combat Exoskeletons<br />
| <b>Armor:</b><br />Armored Fighters<br />Shaped Armor<br />Mechanized Unit Defenses<br />Tactical Rigging<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_InterrogateElder.png|150x75px]]</div>'''Ethereal Interrogation''' || Ethereal Autopsy<br />
| 1 Ethereal || 50<br />
| <i><font color=gray>Alien Operations</font></i><br /><i><font color=gray>Alien Command and Control</font></i> || Mind Control<br />(Psi Power)<br /><br /><i><font color=gray>Rift<br />(Psi Power)</font></i> || - || <b>All Research</b> || <b>All Projects</b><br />
|}<br />
<br />
===UFO Analysis===<br />
Once a UFO has landed (either voluntary or because it was shot down) and then successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 10% damage bonus against all UFOs of the same type.<br /><br />
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.<br />
<br />
{| class="wikitable"<br />
! colspan="6" | UFO Analysis (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! colspan="2" | Prerequisites !! Cost !! Unlocks<br />
|-align=center<br />
| {{Research Icon}} || <b>Other</b> || {{Time Icon}} || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Scout.png|150x75px]]</div>'''UFO Analysis: Scout''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Scout Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Scout Landing Site]]<br />mission completed || 3 || 10% Bonus Damage to Scouts<br />Salvage 20% more alloys and elerium from Scouts<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Fighter.png|150x75px]]</div>'''UFO Analysis: Fighter''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Fighter Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Fighter Landing Site]]<br />mission completed || 3 || 10% Bonus Damage to Fighters<br />Salvage 20% more alloys and elerium from Fighters<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Raider.png|150x75px]]</div>'''UFO Analysis: Raider''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Raider Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Raider Landing Site]]<br />mission completed || 4 || 10% Bonus Damage to Raiders<br />Salvage 20% more alloys and elerium from Raiders<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Destroyer.png|150x75px]]</div>'''UFO Analysis: Destroyer''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Destroyer Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Destroyer Landing Site]]<br />mission completed || 4 || 10% Bonus Damage to Destroyers<br />Salvage 20% more alloys and elerium from Destroyers<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Abductor.png|150x75px]]</div>'''UFO Analysis: Abductor''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Abductor Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Abductor Landing Site]]<br />mission completed || 5 || 10% Bonus Damage to Abductors<br />Salvage 20% more alloys and elerium from Abductors<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Harvester.png|150x75px]]</div>'''UFO Analysis: Harvester''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Harvester Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Harvester Landing Site]]<br />mission completed || 5 || 10% Bonus Damage to Harvesters<br />Salvage 20% more alloys and elerium from Harvesters<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Transport.png|150x75px]]</div>'''UFO Analysis: Transport''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Transport Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Transport Landing Site]]<br />mission completed || 6 || 10% Bonus Damage to Transports<br />Salvage 20% more alloys and elerium from Transports<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_TerrorShip.png|150x75px]]</div>'''UFO Analysis: Terror Ship''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Terror Ship Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Terror Ship Landing Site]]<br />mission completed || 6 || 10% Bonus Damage to Terror Ships<br />Salvage 20% more alloys and elerium from Terror Ships<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_AssaultCarrier.png|150x75px]]</div>'''UFO Analysis: Assault Carrier''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Assault Carrier Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Assault Carrier Landing Site]]<br />mission completed || 7 || 10% Bonus Damage to Assault Carriers<br />Salvage 20% more alloys and elerium from Assault Carriers<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Battleship.png|150x75px]]</div>'''UFO Analysis: Battleship''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Battleship Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Battleship Landing Site]]<br />mission completed || 7 || 10% Bonus Damage to Battleships<br />Salvage 20% more alloys and elerium from Battleships<br />
|-align=center<br />
|<div style="background:#000000">[[Image:UFO-Analysis_Overseer.png|150x75px]]</div>'''UFO Analysis: Overseer''' || Aerospace || Alien Materials<br />
| [[Missions (Long War)#UFO Crash Site|Overseer Crash Site]] or<br />[[Missions (Long War)#UFO Landing Site|Overseer Landing Site]]<br />mission completed || 7 || 10% Bonus Damage to Overseers<br />Salvage 20% more alloys and elerium from Overseers<br />
|}<br />
<br /><br />
<br />
==Technology Projects==<br />
Technology projects allow players to study alien materials and develop new technology. These studies are generally longer than analysis projects, and usually cost a combination of Alien Alloys, Elerium, Weapon Fragments, Meld and captured devices.<br /><br />
Most technology projects have a credit type. Once the research credits of this type have been acquired through an interrogation, the research speed for these technology projects increases by 25%.<br />
<br />
===Xenology===<br />
(Version Long War 15e) <br><br />
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.<br /><br />
Most of these research projects are required for the various Autopsy projects, as well as Stealth Systems, Mind and Machine and Plasma Weapons. These research projects also advance the storyline.<br />
<br />
{| class="wikitable"<br />
! colspan="14" | Xenology (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! colspan="2" | Prerequisites !! colspan="6" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || <b>Other</b> || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || <b>Corpses</b> || {{Time Icon}} || <b>Research</b> || <b>Facility</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_Xenobiology.png|150x75px]]</div>'''Xenobiology''' || - || - || -<br />
| - || - || - || - || 5 Sectoids || 6<br />
| Xenoneurology<br />Xenogenetics<br />Sectoid Autopsy<br />Thin Man Autopsy<br />Muton Autopsy || [[Alien Containment (Long War)|Alien Containment]] || Targeting Module || Sectoid Corpses<br />(Council Request<br />for Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArcThrower.png|150x75px]]</div>'''Xenoneurology''' || - || Xenobiology || -<br />
| - || - || 10 || - || 10 Sectoids || 8<br />
| <i><font color=gray>Xenopsionics</font></i><br /><i><font color=gray>Alien Communications</font></i><br /><i><font color=gray>Berserker Autopsy</font></i> || - || Arc Thrower<br /><i><font color=gray>Arc Rifle</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_MeldTech.png|150x75px]]</div>'''Xenogenetics''' || Cybernetics || Xenobiology || -<br />
| - || - || - || 20 || - || 10<br />
| <i><font color=gray>Xenopsionics</font></i><br /><i><font color=gray>Alien Biocybernetics</font></i><br /><i><font color=gray>Sectoid Commander Autopsy</font></i><br />Chryssalid Autopsy<br />
| [[Genetics Lab (Long War)|Genetics Lab]] || - || Depth Perception<br />(Gene Mod)<br /><br />Hyper-Reactive Pupils<br />(Gene Mod)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_MindShield.png|150x75px]]</div>'''Xenopsionics''' || Psionics || Xenoneurology<br />Xenogenetics<br />Sectoid Autopsy || -<br />
| - || - || - || 15 || - || 14<br />
| <i><font color=gray>Alien Operations</font></i><br />Ethereal Autopsy || [[Psionic Labs (Long War)|Psionic Labs]] || - || Mindfray<br />(Psi Power)<br /><br />Neural Feedback<br />(Psi Power)<br /><br />Psi Warfare Systems<br />(Foundry Project)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:Alien_BioCybernetics.png|150x75px]]</div>'''Alien Biocybernetics''' || Cybernetics || Xenogenetics<br />Alien Materials<br />Alien Computers || -<br />
| 5 || 30 || 50 || 40 || - || 25<br />
| Floater Autopsy<br />Cyberdisc Autopsy<br /><i><font color=gray>Mechtoid Autopsy</font></i><br /><i><font color=gray>Mind and Machine</font></i><br /><i><font color=gray>Plasma Weapons</font></i><br />
| || <i><font color=gray>Neural Gunlink</font></i><br /><br />MEC-1 Paladin || Advanced Surgery<br />(Foundry Project)<br /><br />MEC Warfare Systems<br />(Foundry Project)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_OutsiderShard.png|150x75px]]</div>'''Alien Operations''' || Psionics || Xenopsionics<br />any interrogation || [[Alien Artifacts (Long War)|Outsider Shard]]<br />
| - || - || - || - || - || 20<br />
| - || - || - || Skeleton Key<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_HyperwaveCommunication.png|150x75px]]</div>'''Alien Communications''' || - || Xenoneurology || [[Missions (Long War)#Alien Base Assault|Alien Base Assault]]<br />mission completed<br />
| - || 100 || - || - || - || 60<br />
| <i><font color=gray>Stealth Systems</font></i> || [[Hyperwave Relay (Long War)|Hyperwave Relay]] || <i><font color=gray>Mimic Beacon</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PsiLink.png|150x75px]]</div>'''Alien Command and Control''' || Psionics || Ethereal Interrogation || [[Alien Artifacts (Long War)|Ethereal Device]]<br />
| - || 100 || - || - || - || 150<br />
| <i><font color=gray>Mind and Machine</font></i> || [[Gollop Chamber (Long War)|Gollop Chamber]] || - || -<br />
|}<br />
<br />
===Materials and Aerospace===<br />
(Version Long War Beta 15e)<br><br />
These research projects study the Alien Alloys, Elerium, Weapon Fragments, Meld, UFO Flight Computers and UFO Power Sources that are obtained during missions, and unlock useful projects and items to require these materials, as well as council requests for these materials.<br /><br />
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.<br />
<br />
{| class="wikitable"<br />
! colspan="13" | Materials and Aerospace (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="6" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || <b>Devices</b> || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout & Other</b> || <b>Council Request</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AlienMaterials.png|150x75px]]</div>'''Alien Materials''' || - || -<br />
| 4 || 4 || 10 || 1 || - || 6<br />
| Elerium<br /><i><font color=gray>Advanced Aerospace Concepts</font></i><br />UFO Analysis: (all)<br /><i><font color=gray>Alien Biocybernetics</font></i><br />Improved Body Armor<br /><i><font color=gray>Gauss Weapons</font></i><br />
| Alien Metallurgy<br />Improved Salvage<br />Enhanced Ballistics<br />Aircraft Boosters<br />
| Alloy Plating<br /><i><font color=gray>Breaching Ammo</font></i><br /><i><font color=gray>Shredder Ammo</font></i><br /><i><font color=gray>Alloy Bipod</font></i><br />Phoenix Cannon<br /><br />HEAT Ammo (SHIV)<br />
| Alien Alloys<br />(Credits / Engineers)<br /><br />Elerium<br />(Credits / Scientists / Engineers)<br /><br />Meld<br />(Credits / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_AlienWeaponFragments.png|150x75px]]</div>'''Alien Weaponry''' || Weapons || -<br />
| - || - || 5 || - || - || 6<br />
| Experimental Warfare<br />Beam Lasers<br /><i><font color=gray>Plasma Weapons</font></i> || Mag Pistols<br />SHIV Suppression<br />
| SCOPE<br />Marksman's Scope || Weapon Fragments<br />(Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_UFONavigation.png|150x75px]]</div>'''Alien Computers''' || - || -<br />
| - || - || - || - || 4 UFO<br />Flight<br />Computers || 10<br />
| <i><font color=gray>Alien Power Systems</font></i><br />Drone Autopsy<br />Seeker Autopsy<br />Sectopod Autopsy<br /><i><font color=gray>Alien Biocybernetics</font></i> || -<br />
| [[Satellite Nexus (Long War)|Satellite Nexus]]<br />(Facility) || UFO Flight Computers<br />(Engineers and maybe<br />Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_Elerium.png|150x75px]]</div>'''Elerium''' || - || Alien Materials<br />
| - || 60 || - || - || - || 30<br />
| <i><font color=gray>Alien Power Systems</font></i><br /><i><font color=gray>Mobile Power Armor</font></i> || Jellied Elerium || <i><font color=gray>Elerium Turbos<br />(SHIV)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ExperimentalWarfare.png|150x75px]]</div>'''Experimental Warfare''' || - || Alien Weaponry<br />
| - || - || 20 || - || - || 8<br />
| <i><font color=gray>Advanced Aerospace Concepts</font></i><br /><i><font color=gray>Gauss Weapons</font></i> || SCOPE Upgrade<br />New Combat Systems<br />
| Smartshell Pod<br />(SHIV)<br /><br />Adaptive Tracking Pod<br />(SHIV) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_UFOPower.png|150x75px]]</div>'''Alien Power Systems''' || - || Alien Computers<br />Elerium<br />
| - || 60 || - || - || 6 UFO<br />Power<br />Sources || 40<br />
| <i><font color=gray>Alien Propulsion</font></i><br /><i><font color=gray>Advanced Power Armor</font></i><br /><i><font color=gray>Pulse Lasers</font></i><br /><i><font color=gray>Plasma Weapons</font></i><br />
| Alien Nucleonics<br />Improved Arc Thrower<br />UFO Tracking || [[Elerium Generator (Long War)|Elerium Generator]]<br />(Facility) || UFO Power Sources<br />(Credits and<br />Soldiers / Scientists / Engineers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_SatelliteAssistedTargeting.png|150x75px]]</div>'''Advanced Aerospace Concepts''' || Aerospace || Alien Materials<br />Experimental Warfare<br />
| 10 || - || 50 || - || - || 22<br />
| <i><font color=gray>Alien Propulsion</font></i> || Super Skyranger<br />Armored Fighters<br />Improved Avionics<br />Penetrator Weapons<br />Wingtip Sparrowhawks<br />UFO Scanners || - || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_Firestorm.png|150x75px]]</div>'''Alien Propulsion''' || Aerospace || Alien Power Systems<br />Advanced Aerospace Concepts<br />
| 20 || 100 || 160 || - || 6 UFO<br />Power<br />Sources || 92<br />
| <i><font color=gray>Antigrav Systems</font></i> || Elerium Afterburners || Firestorm<br />(Aerospace) || -<br />
|}<br />
<br />
===Armor, MECs, and SHIVs===<br />
(Version Long War Beta 15e)<br><br />
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.<br />
<br />
{| class="wikitable"<br />
! colspan="13" | Armor, MECs, and SHIVs (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="4" | Cost !! colspan="5" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorImprovedBody.png|150x75px]]</div>'''Improved Body Armor''' || Armor || Alien Materials<br />
| 8 || - || - || - || 8<br />
| Advanced Body Armor || Security Training: Armor || Phalanx Armor<br /><i><font color=gray>Aurora Armor</font><br /></i>Reinforced Armor<br /><i><font color=gray>Armor Piercing Ammo</font></i> || Alloy SHIV<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorAdvancedBody.png|150x75px]]</div>'''Advanced Body Armor''' || Armor || Improved Body Armor<br />
| 12 || - || - || - || 20<br />
| <i><font color=gray>Mobile Power Armor</font></i> || Mechanized Unit Defenses || Kestrel Armor<br />Carapace Armor || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorMobilePower.png|150x75px]]</div>'''Mobile Power Armor''' || Armor || Advanced Body Armor<br />Elerium<br />
| 20 || 20 || - || - || 40<br />
| <i><font color=gray>Improved Combat Exoskeletons</font></i><br /><i><font color=gray>Advanced Power Armor</font></i> || - || Banshee Armor<br />Aegis Armor<br /><i><font color=gray>Impact Vest</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorAdvancedPower.png|150x75px]]</div>'''Advanced Power Armor''' || Armor || Mobile Power Armor<br />Alien Power Systems<br />
| 20 || 40 || - || - || 68<br />
| <i><font color=gray>Mobile Combat Exoskeletons</font></i><br /><i><font color=gray>Heavy Combat Exoskeletons</font></i><br /><i><font color=gray>Antigrav Systems</font></i><br /><i><font color=gray>Stealth Systems</font></i> || - || Corsair Armor<br />Titan Armor<br /><i><font color=gray>Walker Servos</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:TI Improved Combat ExoSkeletons.png|150x75px]]</div>'''Improved Combat Exoskeletons''' || Armor || Mobile Power Armor<br />MEC Warfare Systems (Foundry)<br />
| 10 || 100 || 50 || 10 || 50<br />
| <i><font color=gray>Mobile Combat Exoskeletons</font></i><br /><i><font color=gray>Heavy Combat Exoskeletons</font></i> || - || MEC-2 Defender<br />MEC-3 Valiant<br /> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:TI Heavy Combat ExoSkeletons.png|150x75px]]</div>'''Heavy Combat Exoskeletons''' || Armor || Advanced Power Armor<br />Improved Combat Exoskeletons<br />
| 20 || 75 || 50 || 10 || 90<br />
| - || - || MEC-4 Dauntless<br />MEC-5 Devastator<br /> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:TI Mobile Combat ExoSkeletons.png|150x75px]]</div>'''Mobile Combat Exoskeletons''' || Armor || Advanced Power Armor<br />Improved Combat Exoskeletons<br />
| 15 || 100 || 50 || 10 || 90<br />
| - || - || MEC-6 Vanguard<br />MEC-7 Vindicator<br /> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorArchangel.png|150x75px]]</div>'''Antigrav Systems''' || Aerospace || Advanced Power Armor<br />Alien Propulsion<br />
| 5 || 100 || - || - || 70<br />
| - || Advanced Flight || Seraphim Armor<br />Archangel Armor<br />Fuel Cell<br /><br /><i><font color=gray>The Thumper (MEC)</font></i> || Hover SHIV<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorGhost.png|150x75px]]</div>'''Stealth Systems''' || - || Advanced Power Armor<br />Alien Communications<br />
| 30 || 100 || - || - || 80<br />
| - || Stealth Satellites || Shadow Armor || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ArmorPsi.png|150x75px]]</div>'''Mind and Machine''' || Psionics || Alien Biocybernetics<br />Alien Command and Control<br />
| 20 || 100 || - || 5 || 150<br />
| - || - || Vortex Armor || -<br />
|}<br />
<br />
===Laser and Gauss Weapons===<br />
(Version Long War Beta 15e)<br><br />
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle Weapons.<br />
<br />
{| class="wikitable"<br />
! colspan="12" | Laser and Gauss Weapons (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || {{Meld Icon}} || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_LaserPistol.png|150x75px]]</div>'''Beam Lasers''' || Laser Weapons<br />Weapons || Alien Weaponry<br />
| 10 || - || 40 || - || 8<br />
| Advanced Beam Lasers || Security Training: Weapons<br />
| Laser Shatterray<br />Laser Carbine<br />Laser Rifle<br />Autolaser<br />Gatling Laser<br />Laser Pistol<br />Heater || Laser Rifles<br />(Council Request<br />for Soldiers)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PrecisionLasers.png|150x75px]]</div>'''Advanced Beam Lasers''' || Laser Weapons<br />Weapons || Beam Lasers<br />
| 10 || - || 50 || - || 14<br />
| <i><font color=gray>Pulse Lasers</font></i> || Enhanced Lasers<br />
| Heavy Laser Rifle<br />Scatter Laser<br />Laser Strike Rifle<br />Laser Sniper Rifle<br /><br /><i><font color=gray>Laser Lance (MEC)</font></i><br />Superheavy Laser (SHIV) || Laser Cannon<br />(Aerospace)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:Gauss_Weapons.png|150x75px]]</div>'''Gauss Weapons''' || Gauss Weapons<br />Weapons || Alien Materials<br />Experimental Warfare<br />
| 20 || 10 || 80 || - || 32<br />
| Advanced Gauss Weapons || Rail Pistols<br />Phoenix Coilguns<br />
| Gauss Stuttergun<br />Gauss Carbine<br />Gauss Rifle<br />Gauss Autorifle<br />Gauss Machine Gun<br />Gauss Autopistol<br /><br /><i><font color=gray>Grenade Launcher (MEC)</font></i><br />Sentry Gun (SHIV) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaShotgun.png|150x75px]]</div>'''Advanced Gauss Weapons''' || Gauss Weapons<br />Weapons || Gauss Weapons<br />
| 20 || 10 || 100 || - || 38<br />
| <i><font color=gray>Electromagnetic Pulse (EMP) Weapons</font></i> || Quenchguns || Heavy Gauss Rifle<br />Alloy Cannon<br />Alloy Strike Rifle<br />Gauss Long Rifle<br />Recoilless Rifle<br /><br /><i><font color=gray>Railgun (MEC)</font></i><br /><i><font color=gray>Proximity Mine Launcher (MEC)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_LaserCannon.png|150x75px]]</div>'''Pulse Lasers''' || Laser Weapons<br />Weapons || Advanced Beam Lasers<br />Alien Power Systems<br />
| 20 || 40 || 125 || - || 60<br />
| Advanced Pulse Lasers || - || Pulse Stengun<br />Pulse Carbine<br />Pulse Rifle<br />Pulse Autoblaster<br />Gatling Pulser<br />Blaster<br /><br />Superheavy Pulser (SHIV) || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_ShipLaserCannon.png|150x75px]]</div>'''Advanced Pulse Lasers''' || Laser Weapons<br />Weapons || Pulse Lasers<br />
| 20 || 40 || 150 || - || 65<br />
| <i><font color=gray>EMP Weapons</font></i> || Supercapacitors || Heavy Pulse Rifle<br />Scatter Blaster<br />Blaster Rifle<br />Pulse Sniper Rifle<br /><br /><i><font color=gray>Pulse Lance (MEC)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_EMPCannon.png|150x75px]]</div>'''EMP Weapons''' || Weapons || Advanced Gauss Weapons<br />Advanced Pulse Lasers<br />
| - || 200 || 300 || 40 || 95<br />
| <i><font color=gray>Fusion Weapons</font></i> || Drone Capture || <i><font color=gray>Electropulse (MEC)</font></i> || EMP Cannon<br />(Aerospace)<br />
|}<br />
<br />
===Plasma Weapons===<br />
(Version Long War Beta 15e)<br><br />
When aliens die, the weapons they wield self-destruct. When aliens are captured with an [[Equipment (Long War)#Miscellaneous Items|Arc Thrower]], their weapons remain intact, allowing then to be studied and retrofitted for human use.<br />
<br />
{| class="wikitable"<br />
! colspan="12" | Plasma Weapons (Long War)<br />
|-<br />
! rowspan="2" | Research !! rowspan="2" | Credit type !! Prerequisites !! colspan="5" | Cost !! colspan="4" | Unlocks<br />
|-align=center<br />
| {{Research Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Weapon Fragments Icon}} || <b>Alien Weapons</b> || {{Time Icon}} || <b>Research</b> || <b>Foundry</b> || <b>Loadout</b> || <b>Other</b><br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaLightRifle.png|150x75px]]</div>'''Plasma Weapons''' || Plasma Weapons<br />Weapons || Alien Weaponry<br />Alien Power Systems<br />Alien Biocybernetics<br />
| 20 || 60 || 175 || 5 Carbines || 75<br />
| Advanced Plasma Weapons<br />Compact Plasma Weapons || - || Plasma Stormgun<br />Plasma Carbine || Alien Carbines<br />(Council Request<br />for Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaRifle.png|150x75px]]</div>'''Advanced Plasma Weapons''' || Plasma Weapons<br />Weapons || Plasma Weapons<br />
| 20 || 80 || 200 || 3 Rifles || 90<br />
| Heavy Plasma Weapons<br />Precision Plasma Weapons<br />Vehicular Plasma Weapons || - || Plasma Rifle<br />Plasma Novagun<br />Reflex Cannon || Alien Rifle<br />(Council Request<br />for Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaPistol.png|150x75px]]</div>'''Compact Plasma Weapons''' || Plasma Weapons<br />Weapons || Plasma Weapons<br />
| 10 || 40 || 150 || 2 Pistols || 50<br />
| - || Reflex Pistols || Plasma Pistol<br />Plasma Mauler || Alien Pistols<br />(Council Request<br />for Soldiers / Scientists)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaHeavy.png|150x75px]]</div>'''Heavy Plasma Weapons''' || Plasma Weapons<br />Weapons || Advanced Plasma Weapons<br />
| 20 || 90 || 200 || 2 Heavy Weapons || 90<br />
| <i><font color=gray>Fusion Weapons</font></i> || - || Heavy Plasma Rifle<br />Plasma Dragon<br /><br /><i><font color=gray>Particle Cannon<br />(MEC)</font></i> || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaSniper.png|150x75px]]</div>'''Precision Plasma Weapons''' || Plasma Weapons<br />Weapons || Advanced Plasma Weapons<br />
| 20 || 90 || 200 || - || 90<br />
| - || Enhanced Plasma || Reflex Rifle<br />Plasma Sniper Rifle || -<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_PlasmaCannon.png|150x75px]]</div>'''Vehicular Plasma Weapons''' || Plasma Weapons<br />Weapons || Advanced Plasma Weapons<br />
| 20 || 90 || 200 || - || 90<br />
| - || - || Superheavy Plasma<br />(SHIV) || Plasma Cannon<br />(Aerospace)<br />
|-align=center<br />
|<div style="background:#000000">[[Image:IC_FusionLance.png|150x75px]]</div>'''Fusion Weapons''' || Weapons || Heavy Plasma Weapons<br />EMP Weapons<br />
| 40 || 200 || 300 || - || 120<br />
| - || - || Blaster Launcher || Fusion Lance<br />(Aerospace)<br />
|}<br />
<br /><br />
<br />
==See also==<br />
{{Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Gene_Mods_(Long_War)&diff=62753Gene Mods (Long War)2015-01-10T02:34:02Z<p>Zyxpsilon: Re-Formatting the "Names" table width (to 28%) which aligns them all better between both images. Widened the entire table to 98% as a result.</p>
<hr />
<div>{{CheckOutdated (Long War)|b14}}<br />
[[File: Mutare Ad Custodiam blue.png|left|180px|]]<br />
<div style="float:right">{{Header (Long War)}}__TOC__</div><br />
<br />
Gene mods work similarly to how they work in vanilla, though the set of available mods is different. Please note the following: <br />
* Secondary heart does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic. <br />
* Neural Damping is unavailable to Psi-trained troops.<br />
* It is also possible to "switch" between any of two GeneMod types within each slot categories for a cost.<br />
* Gene modded troopers cannot become MECs or vice-versa.<br />
* Mimetic Skin (from EW) has been replaced by Iron Skin. Although, it is still available (even if slightly nerfed!) as a Psi power.<br />
* Adrenal Neurosympathy grants +10 aim, +5 crit, +2 mob, and removes panic from all soldiers within LoS when triggered. The buff lasts for 2 turns.<br />
* Firing a rocket always counts as a miss, activating the Hyper-Reactive Pupils bonus. However the aim bonus does not reduce rocket scatter.<br />
<br />
== Gene mods==<br />
{| class="wikitable" width="98%" <br />
|-align="center"<br />
! width="28%" align="center" rowspan="2" | Name<br />
!! width="6%" rowspan="2"| Slot<br />
!! width="8%" rowspan="2"| Prerequisite <br />
!! width="75%" rowspan="2" | Description<br />
!! width="4%" rowspan="2" | Fatigue (hours)<br />
!! width="5%" colspan="3" | Cost<br />
|-align="center"<br />
| {{Credits Icon}} || {{Meld Icon}} || {{ Time Icon}}<br />
|-align="center"<br />
| [[File:Neural_Damping_(EU2012).png|60px|left]] [[File:Neural_Damping_Gene_Mod_(EU2012).png|48px|right]] '''Neural Damping'''<br />
|| Brain <br />
|| Berserker Autopsy <br />
|| Confers +20 will when defending against Psi attacks and immunity to panic. If the soldier is mind controlled, the control is cancelled and the soldier is stunned for 1 turn instead. Neural damped soldiers cannot learn psionic skills and psionic soldiers cannot be neural damped. <br />
|| +6 <br />
|| §20 <br />
|| 12 <br />
|| 10 <br />
|-align="center"<br />
| [[File:Neural Feedback (EU2012).png|60px|left]] [[File:Restorative_mist.png|48px|right]] '''Smart Macrophages''' <br />
|| Brain <br />
|| Sectoid Autopsy <br />
|| Medikits and Restorative Mist heal 2 HP more when used on the soldier.<br> Confers complete immunity to poison and acid.<br />
|| +3 <br />
|| §15 <br />
|| 8 <br />
|| 4 <br />
|-align="center"<br />
| [[File:Hyper_Reactive_Pupils_(EU2012).png|60px|left]] [[File:Hyper_Reactive_Pupils_Gene_Mod_(EU2012).png|48px|right]] '''Hyper Reactive Pupils''' <br />
|| Eyes <br />
|| Xenogenetics <br />
|| Confers +10 Aim on any shot after a miss. <br />
|| +3 <br />
|| §10<br />
|| 4<br />
|| 3 <br />
|-align="center"<br />
| [[File:Depth_Perception_(EU2012).png|60px|left]] [[File:Depth_Perception_Gene_Mod_(EU2012).png|48px|right]] '''Depth Perception'''<br />
|| Eyes <br />
|| Xenogenetics <br />
|| Height Advantage confers an additional +5 Aim and +5 critical chance.<br />
|| +3 <br />
|| §10 <br />
|| 4 <br />
|| 3 <br />
|-align="center"<br />
| [[File:Secondary_Heart_(EU2012).png|60px|left]] [[File:Secondary_Heart_Gene_Mod_(EU2012).png|48px|right]] '''Secondary Heart''' <br />
|| Chest <br />
|| Muton Elite Autopsy <br />
|| Causes soldiers to bleed out instead of dying the first time they go to zero health in a mission. The bleed-out timer is extended by 2 turns. Prevents loss of Will from critical wounds.<br />
|| +6 <br />
|| §30 <br />
|| 10 <br />
|| 10 <br />
|-align="center"<br />
| [[File:Adrenal_Neurosympathy_(EU2012).png|60px|left]] [[File:Adrenal_Neurosympathy_Gene_Mod_(EU2012).png|48px|right]] '''Adrenal Neurosympathy'''<br />
|| Chest <br />
|| Muton Autopsy <br />
|| Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot be used more than once every 5 turns.<br />
|| +9 <br />
|| §20 <br />
|| 10 <br />
|| 6 <br />
|-align="center"<br />
| [[File:Bioelectric_Skin_(EU2012).png|60px|left]] [[File:Bioelectric_Skin_Gene_Mod_(EU2012).png|48px|right]] '''Bioelectric Skin'''<br />
|| Skin <br />
|| Seeker Autopsy <br />
|| The soldier projects an electric field from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation. <br />
|| +6 <br />
|| §25 <br />
|| 10 <br />
|| 6 <br />
|-align="center"<br />
| [[File:Mimetic_Skin_(EU2012).png|60px|left]] [[File:Iron_Skin_Gene_Mod_(EU2012).png|48px|right]] '''Iron Skin'''<br />
|| Skin <br />
|| Cyberdisc Autopsy <br />
|| Confers 1.0 [[Damage Reduction (Long War)|damage reduction]].<br />
|| +12 <br />
|| §20 <br />
|| 10 <br />
|| 10 <br />
|-align="center"<br />
| [[File:Muscle_Fiber_Density_(EU2012).png|60px|left]] [[File:Muscle_Fiber_Density_Gene_Mod_(EU2012).png|48px|right]] '''Muscle Fiber Density'''<br />
|| Legs <br />
|| Thin Man Autopsy <br />
|| Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.<br />
|| +9 <br />
|| §20 <br />
|| 12 <br />
|| 7 <br />
|-align="center"<br />
| [[File:Adaptive Bone Marrow (EU2012).png|60px|left]] [[File:BATTLEFATIGUE.png|48px|right]] '''Adaptive Bone Marrow'''<br />
|| Legs <br />
|| Chryssalid Autopsy <br />
|| Regenerate wounds. For humans, wound recovery time is reduced by 66% (stacks with Advanced Surgery), and unit regenerates 2 hp every turn up to the HP max without armor.<br />
|| +9 <br />
|| §30 <br />
|| 12 <br />
|| 7 <br />
|}<br />
<br />
== Tactical Advice ==<br />
<br />
Gene mods are relatively cheap for their benefit, both in terms of cash and, to a lesser extent, Meld. But bear in mind there are several logistical matters to be aware of:<br />
* The mechanics for how much Meld you are likely to get per mission at a given point in a campaign. In short: the better you're doing, the less you'll get. <br />
* The number of soldiers you have & are swapping out from fatigue. Thus, each modded soldier spends less time out in the field, and vice versa: each time you go into the field, you might not have a modded soldier to go into it-- unless you try to mod every applicable soldier (which you won't have the Meld to do).<br />
* Other projects with priority that use Meld, such as MEC suits which can be freely swapped between MEC soldiers between missions.<br />
<br />
Basically, you may be playing your soldiers (most of them and/or most of the time) in Vanilla EU style of going without mods: gene mods will then be for when you can afford to splurge on them. So, what you may want to do instead is have a dedicated 'Mod Squad' of soldiers who'll be the focus for genetic enhancement, and specialize and deploy them individually with your Strike team depending on which type of mission you're about to head out on. For example: send a front-line soldier or two with Macrophages and Muscle Fiber on Thin men-infested Council Missions, or Dampened soldiers if facing an Ethereal on a UFO-- but Bioelectric soldiers can stay home if the Hyperwave Uplink says there's no Seekers.<br />
<br />
Also, have a bit of consideration for who may be in your final squad for the Temple Ship: choose them early and mod as you go, or pick them later and just save enough Meld to dump mods into them towards the end. <br />
<br />
* '''Neural Dampening''' vs '''Smart Macrophages'''<br />
As mentioned, Dampening cannot be placed on soldiers that are already Psionic. You may want to put this on soldiers that have good skills and a high Aim score but, by (lack of) leveling or surviving Critical Wounds, do not have very high will. Then at worst, their low Will score may make them 'bait' for Sectoids and Ethereals, and they'll be stunned for a turn, but it is one of the most Meld-expensive mods. <br />
<br />
For everyone else: there's Macrophages. Macrophages are moderately expensive, but have a fairly short tank and fatigue time, making them easy to apply to a large number of soldiers. The +2 health can be a nice boost to your packmaster medkits.<br />
<br />
* '''Hyper-reactive Pupils''' vs '''Depth Perception'''<br />
Nearly identical to in EW, the recommendations are the same: Hyper-reactive is great for regular Overwatchers and any soldier with one of the "shoot twice" abilities, Depth Perception for the likes of Snipers flitting around in Archangel Armor. Both are cheap in funds and Meld, and add only a small bit to fatigue.<br />
<br />
* '''Secondary Heart''' vs '''Adrenal Neurosympathy'''<br />
Also a similar decision to EW, except for the Secondary Heart now being the most expensive mod. Secondary Heart is best used for protecting your Psionic soldiers and Officers, and their Will score. You'll still be cycling out soldiers, Psionics even more so, there's much less chance for an individual one to get killed/Critically Wounded. Adrenal Neurosympathy gives all-around boosts, but also comes with a longer recovery time.<br />
<br />
Secondary heart synergizes well with revive medics, allowing troops to be knocked out and then revived without incurring the will penalty.<br />
<br />
* '''Bioelectric Skin''' vs '''Iron Skin'''<br />
As the Battle Scanner is now a free item that, however, takes up an inventory space, this choice comes down to how you want to deal with [[Alien_Life_Forms_(Long_War)#Seeker|Seekers]] in Long War: Battle Scanners or Bioelectric Skin (or neither, and the use of AoE attacks instead). Knowing if an alien is behind that door with Bioelectric Skin can be useful, but it has somewhat limited range, while a Battle Scanner is a thrown object with very significant toss ''and'' scan range, but can't see through obstacles and opens the alien 'Holodoors' if thrown through one. Otherwise, the only high argument against "Iron Skin for everyone!" is the +12 hours to fatigue.<br />
<br />
* '''Muscle-fiber Density''' vs '''Adaptive Bone Marrow'''<br />
Both are attractive options, both give a significant penalty to Fatigue time, Marrow's a little pricier than Muscle Fiber. Otherwise, also nearly the same as vanilla EW. The biggest change LW brings is that the consideration that more aliens means more hits, and perhaps not enough Medikit uses, so Marrow can take up the slack.<br />
<br />
==See also==<br />
{{Soldiers (Long War) Navbar}}<br />
[[Category:Soldiers (Long War)]]<br />
[[Category: Long War]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=MEC-1_Paladin_(Long_War)&diff=62749MEC-1 Paladin (Long War)2015-01-10T01:59:44Z<p>Zyxpsilon: Undo revision 62361 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Inv Mec1.png<br />
|prerequisites=Alien Biocybernetics<br />
|engineers=25<br />
|special= Poison/Fire,<br> 1 Secondary+2 Accessory slots<br />
|health=10<br />
|mobility=4<br />
|defense=20<br />
|will=10<br />
|dr=1.0<br />
|credits=200<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=20<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Our first Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use.''<br />
<br />
Every start is the hardest part of a journey and the same rings true for MECs. The initial investement, both in time and resources will be significant yet can pay off handsomely on the battlefield since MEC are the only soldiers capable of equipping sophisticated weapon systems.<br />
<br />
<br />
Special '''NOTE'''; If Officer Bradford had his ways, everyone stepping in & out of the Barracks would wear such Cybersuits. He claims the amazing versatility of many supplemental components (DR Shen's ingenuity really is ''Out-of-this-World''!) far outweighs the drastic surgical measures that must be applied to people.<br />
<br />
Although, DR Vahlen proposed some fascinating alternatives. We can't really grasp her very complex reasoning as the technical terms seem to hint on some hybrid legs & arms that would perfectly replicate true human bio-chemistry. The Council has so far objected to anything like that as it would significantly raise the investing requirements from Nations.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=300><br />
MEC1 M-Front Tags.png|Male, front<br />
MEC1 M-Back.png| Male, back<br />
MEC1 F-Front Tags.png| Female, front<br />
MEC1 F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Vortex_Armor_(Long_War)&diff=62748Vortex Armor (Long War)2015-01-10T01:58:18Z<p>Zyxpsilon: Undo revision 62360 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Vortex armor Long War.png<br />
|prerequisites=Mind and Machine<br />
|engineers=100<br />
|special= Psy Only, Eliminates fatigue<br />
|health=8<br />
|mobility=2<br />
|defense=10<br />
|will=20<br />
|dr=0<br />
|credits=1000<br />
|alienaloys=40<br />
|elerium=50<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Our most powerful armored suit, this equipment serves to amplify the wearer's psionic abilities through a system modeled after the alien's own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.''<br />
<br />
This armor has no competition - if you can afford it and do not require maximum armor HP, nor flying. The fact that it completely removes battle fatigue after missions makes it a great piece of equipment for training your soldiers.<br />
<br />
<br />
Special '''NOTE'''; "You hear ''MY'' voice..."<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Vortex M-Front Tags.png|Male, front<br />
Vortex M-Back.png| Male, back<br />
Vortex F-Front Tags.png| Female, front<br />
Vortex F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Shadow_Armor_(Long_War)&diff=62747Shadow Armor (Long War)2015-01-10T01:57:28Z<p>Zyxpsilon: Undo revision 62353 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Shadow armor Long War.png<br />
|prerequisites=Stealth Systems<br />
|engineers=90<br />
|special= Grapple/Ghost, -1 small item slot<br />
|health=4<br />
|mobility=2<br />
|defense=20<br />
|will=0<br />
|dr=0<br />
|credits=600<br />
|alienaloys=40<br />
|elerium=40<br />
|meld=30<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.''<br />
<br />
If you want to surprise the aliens and remain alive to tell the story afterwards then this is the armor for you. It is light and provides both defense and a fail-safe ability when the aliens are alerted to your presence. Unfortunately the trade off is less space for carrying additional items.<br />
<br />
<br />
Special '''NOTE'''; 75% of Invisibility is directly related to some key light reflections in the visual spectrum. 20% has been deducted from a fusion between Quantum Mechanics hypothesis & mysterious ('''Top Secret Info''':''Cold Water'') properties. DR Shen's Team is actively working on the remaining 5%.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Shadow M-Front Tags.png|Male, front<br />
Shadow M-Back.png| Male, back<br />
Shadow F-Front Tags.png| Female, front<br />
Shadow F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Seraphim_Armor_(Long_War)&diff=62746Seraphim Armor (Long War)2015-01-10T01:56:36Z<p>Zyxpsilon: Undo revision 62352 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Seraphim armor Long War.png<br />
|prerequisites=Antigrav Systems<br />
|engineers=65<br />
|special= Fly<br />
|health=5<br />
|mobility=3<br />
|defense=10<br />
|will=0<br />
|dr=0<br />
|credits=350<br />
|alienaloys=20<br />
|elerium=40<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Seraphim Armor incorporates the same jet pack as Archangel Armor, but it trades protection in favor of mobility.''<br />
<br />
Seraphim Armor is a cheaper of achieving an Elevation bonus or flanking adversaries. Combined with perks like '''Tactical Sense''' and '''Damn Good Ground''' it can make your soldier very hard to hit. Flying also has another advantage - your are far away from melee and grenade range.<br />
<br />
If you are considering using flying armor on a regular basis, remember to research the '''Advanced Flight''' Foundry project.<br />
<br />
<br />
Special '''NOTE'''; It's a Bird.. It's a Plane.. No -- It's -- XCom enhanced with ''Long War'', baby!!<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Seraphim M-Front Tags.png|Male, front<br />
Seraphim M-Back.png| Male, back<br />
Seraphim F-Front Tags.png| Female, front<br />
Seraphim F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Titan_Armor_(Long_War)&diff=62745Titan Armor (Long War)2015-01-10T01:54:18Z<p>Zyxpsilon: Undo revision 62359 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Titan armor Long War.png<br />
|prerequisites=Advanced Power Armor<br />
|engineers=65<br />
|special= Poison/Fire/Air Supply<br />
|health=10<br />
|mobility=0<br />
|defense=0<br />
|will=0<br />
|dr=0.4<br />
|credits=350<br />
|alienaloys=35<br />
|elerium=15<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins.''<br />
<br />
<br />
The heaviest armor available to Xcom and it shows. While it lowers mobility, there are numerous ways to counter this and when combined with the '''Extra Conditioning''' perk Titan armor gives a total of 14 armor HP (ten base + 4 perk). This makes for an ultimate defense and will ensure your soldiers stay away from the infirmary. Due to its low mobility, you should consider combining this armor with [[Equipment (Long War)#Miscellaneous Items|walker servos]], an [[Weapons (Long War)#SMG|SMG]], or [[Abilities List (Long War)|Sprinter]] so that the wearer can keep up with the rest of the squad.<br />
<br />
Soldiers wearing this armor are granted partial immunity to acid. They are also granted complete protection from the MEC Flamethower and are able cross burning tiles.<br />
<br />
<br />
Special '''NOTE'''; Guess what - ''Titanium'' alloys have something to do with the complex metallurgy employed to shape most components. Luckily... Raymond Shen assures us Engineering has ample supply of the rare mineral.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Titan M-Front Tags.png|Male, front<br />
Titan M-Back.png| Male, back<br />
Titan F-Front Tags.png| Female, front<br />
Titan F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Corsair_Armor_(Long_War)&diff=62744Corsair Armor (Long War)2015-01-10T01:53:22Z<p>Zyxpsilon: Undo revision 62358 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Corsair armor Long War.png<br />
|prerequisites=Advanced Power Armor<br />
|engineers=60<br />
|special= Grapple<br />
|health=6<br />
|mobility=3<br />
|defense=10<br />
|will=0<br />
|dr=0<br />
|credits=350<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
'' Our Corsair Armor is a fairly heavy kit that still offers significant increases in soldier mobility. It includes a grappling hook.''<br />
<br />
<br />
An overall improvement over the Banshee armor yet it does cost a hefty amount of resources to manufacture. It will be hard to make a standard issue kit although almost every soldier class will benefit from this armor.<br />
<br />
<br />
Special '''NOTE'''; This armoring system had unforeseen consequences on the physical features of most people. It's as if the body morphology is being "stretched" at the shoulders and knees. We've asked the science staff to investigate the situation. DR Vahlen latest report seems to indicate it may take awhile longer before they actually figure out what's happening.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Corsair M-Front Tags.png|Male, front<br />
Corsair M-Back.png| Male, back<br />
Corsair F-Front Tags.png| Female, front<br />
Corsair F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Carapace_Armor_(Long_War)&diff=62743Carapace Armor (Long War)2015-01-10T01:51:44Z<p>Zyxpsilon: Undo revision 62357 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Carapace armor Long War .png<br />
|prerequisites=Advanced Body Armor<br />
|engineers=25<br />
|special= -<br />
|health=5<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=120<br />
|alienaloys=15<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor."''<br />
<br />
<br />
There is a good chance this armor kit will probably be your standard issue armor throughout the game. While it might slow you down it does keep your soldiers alive and can even take a critical hit, provided it is not from a plasma cannon. <br />
<br />
<br />
Special '''NOTE'''; And - as a bonus - they look and feel like wearing a RollerBall derby uniform. Conversations (maybe simple rumors, we're not 100% sure) heard in the gymnasium even prove that some male troopers are starting to act like RoboCops. The girls seem to agree on one more thing though; it's not the metal, it's the mental.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Carapace M-Front Tags.png|Male, front<br />
Carapace M-Back.png| Male, back<br />
Carapace F-Front Tags.png| Female, front<br />
Carapace F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Phalanx_Armor_(Long_War)&diff=62742Phalanx Armor (Long War)2015-01-10T01:49:41Z<p>Zyxpsilon: Undo revision 62356 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Phalanx armor Long War.png<br />
|prerequisites=Improved Body Armor<br />
|engineers=15<br />
|special= -<br />
|health=3<br />
|mobility=2<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=65<br />
|alienaloys=8<br />
|elerium=0<br />
|meld=0<br />
|build time=7<br />
}}<br />
<br />
<br />
<br />
'' The Phalanx Armor is our first attempt to use alien materials in a complete armor suit.''<br />
<br />
<br />
The first Xcom-made armor provides a good protection and enough mobility to carry with easy two small items. You will still require better protection to tackle the bigger aliens though.<br />
<br />
<br />
Special '''NOTE'''; Comes equipped with Harmonicas, Whistles or Flutes inserted into the small bulging plate right underneath soldier's chin. DR Shen was against giving them such a distraction during battles as the music could interfere with communications but it still opened up heated debates with Bradford. These discussions led to plans for integrating a Soda can as it fits perfectly in the available place. Now onto the straw mechanism.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Phalanx M-Front Tags.png|Male, front<br />
Phalanx M-Back.png| Male, back<br />
Phalanx F-Front Tags.png| Female, front<br />
Phalanx F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Armor_(Long_War)&diff=62741Tac Armor (Long War)2015-01-10T01:48:23Z<p>Zyxpsilon: Undo revision 62355 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Tac Armor Long War.png<br />
|prerequisites=A soldier to wear it!<br />
|special= -<br />
|health=2<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Light armor. XCOM soldiers will appreciate it if better armor development is given a high priority.''<br />
<br />
<br />
The tactical armor is a great solution for surviving one-time hits by plasma weapons in the first month. If you favor a defensive approach be sure to have your troops taking point wearing this armor kit.<br />
<br />
<br />
Special '''NOTE'''; Good bye flesh, welcome comfy sleeves for windy weather.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacArmor M-Front Tags.png|Male, front<br />
TacArmor M-Back.png| Male, back<br />
TacArmor F-Front Tags.png| Female, front<br />
TacArmor F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Leather_Jacket_(Long_War)&diff=62740Leather Jacket (Long War)2015-01-10T01:46:41Z<p>Zyxpsilon: Undo revision 62354 by Coinkidoink (talk)</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Chameleon Suit Long War.png<br />
|special= Covert Operatives only<br />
|health=0<br />
|mobility=5<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}} <br />
<br />
<br />
<br />
''Covert operatives must blend into a crowd, and this lightly armored suit serves that purpose well.''<br />
<br />
<br />
The leather jacket is the default armor kit for Covert operatives and as such does not require production. It provides great mobility but no protection and is the only armor kit available for covert missions. Be sure that your operative is either fast or can withstand some punishment.<br />
<br />
<br />
Special '''NOTE'''; Yep... what you see below is our Triad friend from low places -- Shaojie Zhang. And while we were on the subject of DLC supplements, Annette Durand could coax us (DR Vahlen believes it was some sort of Hypnotic powers!) into wearing a cool Jacket as well. Contacts - established.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
LeatherJacket M-Front Tags.png|Male, front<br />
LeatherJacket M-Back.png| Male, back<br />
LeatherJacket F-Front Tags.png| Female, front<br />
LeatherJacket F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Hangar_(Long_War)&diff=62450Hangar (Long War)2014-12-16T15:06:49Z<p>Zyxpsilon: Text formatting</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Facilities Data Box (Long War)<br />
|image=Wiki-facbox_hangar.png<br />
|isize=256<br />
|effect=Main staging ground for Xcom aircraft<br />
|adjacency=None<br />
|prerequisites=None<br />
|other=None<br />
|credits=0<br />
|alienaloys=0<br />
|elerium=0<br />
|meld=0<br />
|build time=0 <br />
|quick credits=0<br />
|quick alienaloys=0<br />
|quick elerium=0<br />
|quick meld=0<br />
|quick build time=0 <br />
|maintenance=0<br />
|power=4<br />
|}}<br />
<br />
<br />
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.<br />
<br />
Every Skyranger launch & return from missions are shown in Videos designed around the 3D rendering of the Hangar.<br />
Interceptions start with such Videos too. And if you look closely, the platforms are "embedded" into the very same sections of the Hangar as represented by the Ant-Farm.<br />
<br />
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.<br />
<br />
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they're mostly all displayed and parked in individual Bays up to a maximum of four.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Aircraft==<br />
{{Col}}<br />
===Interceptors===<br />
'''Raven''' - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. <br />
* The game starts with four of these aircraft.<br />
** Procurement Cost: §200 (§140 with NA bonus)<br />
** Maintenance Cost per Month: §40 (§28 with NA bonus)<br />
*HP = 1500 (2500 with armored interceptors upgrade)<br />
*Armor = 5<br />
<br />
'''Firestorm''' - Superior interceptor available to Engineering after researching Alien Propulsion.<br />
* An upgraded interceptor<br />
** Available after researching Alien Propulsion.<br />
** Build Cost: §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers <br />
** Maintenance Cost per Month: §50 (§35 with NA bonus)<br />
*HP = 3500 (4500 with armored interceptors upgrade)<br />
*Armor = 25<br />
<br />
{{ColBreak}}<br />
<br />
===Transport===<br />
'''Skyranger''' - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game. <br />
* You start the game with a single Skyranger and you may not build anymore.<br />
** Procurement Cost: NA<br />
** Maintenance Cost per Month: §20 (§14 with NA bonus)<br />
{{EndCol}}<br />
<br />
==Pilots==<br />
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).<br />
<br />
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.<br />
<br />
==Hangar Storage==<br />
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.<br />
<br />
==Equipping==<br />
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under "View Craft". Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. Advanced systems must be manufactured before you can equip them. Modules do not have to be equipped.<br />
<br />
Be aware that it is impossible to change an interceptor's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!<br />
<br />
==Interceptor Weapons==<br />
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:<br />
*'''Avalanche Missiles'''<br />
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. <br />
***All interceptors start equipped with these missiles. <br />
***Slow firing, long range missiles with medium damage and low armor penetration.<br />
***Avalanche Missiles are free of cost and available without research or manufacturing.<br />
*'''Stingray Missiles'''<br />
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. <br />
***Slow firing, long range missiles with low damage but medium armor penetration.<br />
***Stingray Missiles are free of costavailable without research or manufacturing. <br />
*'''Laser Cannon'''<br />
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.<br />
***Medium fire rate, long range with medium damage and low armor penetration.<br />
***Available to build after completing Advanced Beam Weapons research.<br />
***Receives a significant upgrade after completing Advanced Pulse Lasers research.<br />
*'''Phoenix Coilgun'''<br />
**Rapid fire magnetic coilgun designed to shred fast moving targets.<br />
***Rapid firing,long range,low damage and medium armor penetration.<br />
***Available to build after completing Gauss Weapons research.<br />
*'''Plasma Cannon'''<br />
**The Plasma projectile's extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.<br />
**Available to build after completing Vehicular Plasma Weapons research.<br />
*'''EMP Cannon'''<br />
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.<br />
**Available to build after completing EMP Weapons research.<br />
*'''Fusion Lance'''<br />
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.<br />
***Can only be loaded on a Firestorm Interceptor.<br />
***Available to build after completing Fusion Weapons research.<br />
<br />
==Modules==<br />
You can also build one-time use modules to use during interceptions to boost your craft's abilities:<br />
*'''Defense Matrix (Dodge)'''<br />
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns. <br />
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.<br />
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.<br />
*'''UFO Tracking (Boost)'''<br />
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs. <br />
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.<br />
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.<br />
*'''Uplink Targeting (Aim)'''<br />
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy. <br />
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.<br />
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.<br />
<br />
==Permanent Aircraft Boosts==<br />
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:<br />
<br />
*'''UFO tracking'''<br />
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.<br />
**Available as a Foundry project once Alien Power Systems has been researched.<br />
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer<br />
**Aerospace research credits apply, reducing research time by 25%. <br />
*'''UFO countermeasures'''<br />
**Increased dodge (+15%)<br />
**Available as a Foundry project once Seeker Autopsy has been researched.<br />
*'''UFO analysis'''<br />
**Research of each of the UFO types gives a damage boost when fighting that type again.<br />
**Available once Alien Materials has been researched.<br />
*'''Armored Fighter'''<br />
**Increased armor.<br />
**Available as a Foundry project once Advanced Aerospace Concept has been researched.<br />
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld <br />
**Aerospace and Armor research credits apply, reducing research time by 25% each.<br />
*'''Wingtip Sparrowhawks'''<br />
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.<br />
**Available as a Foundry project once Advanced Aerospace Concept has been researched.<br />
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.<br />
**It's shots count with the Aim booster, so that module becomes much less potent instead of just your craft's main weapon getting guaranteed hits.<br />
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.<br />
*'''Penetrator Weapons'''<br />
**Increased weapon penetration.<br />
**Available as a Foundry project once Advanced Aerospace Concept has been researched.<br />
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers<br />
**Aerospace research credits apply, reducing research time by 25%. <br />
*'''Improved Avionics'''<br />
**Increases Aim<br />
**Available as a Foundry project once Advanced Aerospace Concept has been researched.<br />
*'''Advanced Repair'''<br />
**Faster repairs.<br />
**Available as a Foundry project once Heavy Floater Autopsy has been researched.<br />
*'''Super Skyranger'''<br />
**Available as a Foundry project once Advanced Aerospace Concept has been researched.<br />
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.<br />
<br />
==Tables==<br />
<br />
{| class="wikitable" width="100%" <br />
|+ ''Aircraft''<br />
|-align="center" <br />
! rowspan="2" width="10%" | Item <br />
! rowspan="2" width="40%" | Description<br />
! rowspan="2" width="5%" | Hit Points<br />
! rowspan="2" width="5%" | Armor<br />
! rowspan="2" width="5%" | Maintenance<br />
!! 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: Inv Interceptor.png|center|128x64px]]'''Raven''' || Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || §40 || N/A || None || 200 || 0 || 0 || 0 || 0 || N/A <br />
|-align="center"<br />
| [[Image: Inv Firestorm.png|center|128x64px]]'''Firestorm''' || Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || §50 || 75 || Alien Propulsion || 750 || 90 || 60 || 10 || 28 || 4 UFO Power Source <br/> 8 UFO Flight Computers <br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ ''Interceptor Weapons''<br />
|- align="center"<br />
! rowspan="2" width="10%" | Item <br />
!! rowspan="2" width="10%" | Hit Chance<br />
!! rowspan="2" width="10%" | Range <br />
!! rowspan="2" width="10%" | Fire Rate<br />
!! rowspan="2" width="10%" | Damage<br />
!! rowspan="2" width="10%" | Armor Pen.<br />
!! 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 />
<br />
|- align="center"<br />
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]'''Avalanche Missiles''' || 25/40/55%|| Long || Slow (2.0) || Medium (340) || Low (0) || N/A || None || colspan="6" | N/A<br />
|-align="center"<br />
| [[Image: Stingray Missiles Long War.png|center|128x64px]]'''Stingray Missiles''' || 25/40/55%|| Long || Slow (1.5) || Low (200) || Medium (10) || N/A || None || colspan="6" | N/A<br />
|-align="center"<br />
| [[Image: Laser Cannon Long War.png|center|128x64px]]'''Laser Cannon''' || 40/55/70%|| Long || Medium (1.0) || Medium (290) || Low (5) || 25 || Advanced Beam Lasers || 160 || 15 || 0 || 0 || 10 || N/A<br />
|-align="center"<br />
| [[Image: Phoenix Coilgun Long War.png|center|128x64px]]'''Phoenix Coilgun''' || 25/40/55%|| Long || Rapid (0.75) || Low (225) || Medium (18) || 40 || Gauss Weapons || 160 || 20 || 0 || 0 || 10 || N/A <br />
|-align="center"<br />
| [[Image: Plasma Cannon Long War.png|center|128x64px]]'''Plasma Cannon''' || 25/40/55%|| Long || Medium (1.0) || High (650) || High (22) || 95 || Vehicular Plasma Weapons || 500 || 25 || 30 || 30 || 14|| 1x Alien Rifle <br />
|-align="center"<br />
| [[Image: EMP Cannon Long War.png|center|128x64px]]'''EMP Cannon''' || 15/30/45%|| Long || Rapid (0.55) || Medium (310) || High (30) || 100 || EMP Weapons || 575 || 30 || 80 || 0 || 20 || 1x Sectopod Wreck <br />
|-align="center"<br />
| [[Image: Fusion Lance Long War.png|center|128x64px]]'''Fusion Lance''' || 15/30/45%|| Long || Medium (1.25) || High (1200) || High (26) || 120 || Fusion Weapons || 800 || 35 || 60 || 200|| 25 || 1x Fusion Core <br />
|}<br />
<br />
{| class="wikitable" width="100%" <br />
|+ ''Modules''<br />
|-align="center" <br />
! rowspan="2" width="10%" | Item* <br />
! rowspan="2" width="50%" | Effect<br />
!! 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: Defense Matrix Long War.png|center|128x64px]]'''Defense Matrix (Dodge)''' || First 2 enemy shots always miss. || 50 || Cyberdisc Autopsy and Xenogenetics || 25 || 0 || 1 || 1 || 5 || 2 Cyberdisc Wrecks <br />
|-align="center"<br />
| [[Image: UFO Tracking Long War.png|center|128x64px]]'''UFO Tracking (Boost)''' || One time use increased combat time when interceptors are in combat with UFOs. || 12 || Alien Materials || 15 || 1 || 1 || 1 || 5 || 2 Drone Wrecks <br />
|-align="center"<br />
| [[Image: Uplink Targeting Long War.png|center|128x64px]]'''Uplink Targeting (Aim)''' || First 2 shots always hit. || 35 || Floater Autopsy || 20 || 1 || 1 || 1 || 5 || 3 Floater Corpses <br />
|}<br />
<br />
* To unlock all three you have to research first the Foundry project '''Aircraft Boosters'''<br />
<br />
{| class="wikitable" width="100%" <br />
|+ ''Permanent Boosts''<br />
|-<br />
! width="10%" align="center" | Item <br />
! width="50%" align="center" | Effect<br />
! width="10%" align="center" | {{Credits Icon}}<br />
! width="5%" align="center" | {{AA Icon}}<br />
! width="5%" align="center" | {{Elerium Icon}}<br />
! width="5%" align="center" | {{Meld Icon}}<br />
! width="5%" align="center" | {{Weapon Fragments Icon}}<br />
! width="10%" align="center" | Extra Costs<br />
! width="10%" align="center" | {{Engineers Icon}}<br />
! width="10%" align="center" | Foundry/<br>Research Project<br />
! width="5%" align="center" | {{Research Icon}}<br />
|-<br />
| align="center"| Advanced Repair || align="center" | Faster repairs. ||align="center" | 250 ||align="center" | 40 || align="center" | 0 || align="center" | 4 ||align="center" | 0 ||align="center" | 4 Heavy Floater Corpses ||align="center" | 45 || align="center" | Foundry ||align="center" | Heavy Floater Autopsy<br />
|-<br />
| align="center"| Aircraft Boosters || align="center" | Unlocks modules ||align="center" | 300 ||align="center" | 15 || align="center" | 5 || align="center" | 60 ||align="center" | 0 ||align="center" | 0 ||align="center" | 10 ||align="center" | Foundry ||align="center" | Alien Materials<br />
|-<br />
| align="center"| Armored Fighters || align="center" | Adds 1000 hp to all interceptors ||align="center" | §400 ||align="center" | 95 || align="center" | 30 || align="center" | 20 ||align="center" | 0 ||align="center" | 20 Floater Corpses ||align="center" | 30 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept<br />
|-<br />
| align="center"| Elerium Afterburners || align="center" | Increases combat time by 5 seconds. ||align="center" | 200 ||align="center" | 15 || align="center" | 15 || align="center" | 0 ||align="center" | 0 ||align="center" | 2 UFO Power Source ||align="center" | 45 ||align="center" | Foundry ||align="center" | Alien Propulsion<br />
|-<br />
| align="center"| Improved Avionics || align="center" | Increases interceptor aim by 10.||align="center" | 400 ||align="center" | 5 || align="center" | 0 || align="center" | 0 ||align="center" | 35 ||align="center" | 3 UFO Flight Computers ||align="center" | 20 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept<br />
|-<br />
| align="center"| Penetrator Weapons || align="center" | Increases interceptor armor penetration by 5 ||align="center" | §200 ||align="center" | 20 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 20 Cyberdic Wrecks, 2 UFO Flight Computers ||align="center" | 20 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept<br />
|-<br />
| align="center"| Supercapacitors || align="center" | Increases Laser Cannon damage by 10 and armor penetration by 6. Rate of fire increased to 0.75||align="center" | 250 ||align="center" | 10 || align="center" | 30 || align="center" | 0 ||align="center" | 15 ||align="center" | 2X UFO Power Sources ||align="center" | 50 ||align="center" | Foundry ||align="center" | Advanced Pulse Lasers<br />
|-<br />
| align="center"| Super Skyranger || align="center" | Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault ||align="center" | 200 ||align="center" | 20 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | 35 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept<br />
|-<br />
| align="center"| UFO Analysis || align="center" | Research of each of the UFO types gives a 10% damage boost when fighting that type again. ||align="center" | N/A ||align="center" | 0 || align="center" | 0 || align="center" | 0 ||align="center" | 0 ||align="center" | 0 ||align="center" | N/A ||align="center" | Research ||align="center" | Alien Materials<br />
|-<br />
| align="center"| UFO Countermeasures || align="center" | Reduces UFO aim by 15 ||align="center" | 300 ||align="center" | 5 || align="center" | 20 || align="center" | 0 ||align="center" | 35 ||align="center" | 3 Seeker Wrecks, 3 UFO Flight Computers ||align="center" | 30 ||align="center" | Foundry ||align="center" | Seeker Autopsy<br />
|-<br />
| align="center"| UFO Tracking || align="center" | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions. ||align="center" | §400 ||align="center" | 20 || align="center" | 20 || align="center" | 0 ||align="center" | 0 ||align="center" | 2 UFO Power Source, 2 UFO Flight Computer ||align="center" | 40 ||align="center" | Foundry ||align="center" | Alien Power Systems<br />
|-<br />
| align="center"| Wingtip Sparrowhawks || align="center" | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon. Each missile does 1/2 stingray damage. ||align="center" | §500 ||align="center" | 50 || align="center" | 10 || align="center" | 0 ||align="center" | 50 ||align="center" | 0 ||align="center" | 55 ||align="center" | Foundry ||align="center" | Advanced Aerospace Concept<br />
|-<br />
|}<br />
<br />
==Damage Calculations==<br />
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)<br />
**0 is the minimum Armor Mitigation and 0.95 is the maximum<br />
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)<br />
*Crit Chance = ( Armor Penetration - Target Armor) / 2<br />
**5% is the minimum Crit Chance and 25% is the maximum<br />
*A successful Crit multiplies damage by 2<br />
*total damage is then randomized to between 50% and 150% of its current value.<br />
*For XCOM Aircraft:<br />
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1<br />
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1<br />
<br />
==See Also==<br />
* [[Air Combat (Long War)|Air Combat]]<br />
* [[UFOs (Long War)|UFOs]]<br />
<br />
{{ Facilities (Long War) Navbar}}<br />
[[Category: Long War]]<br />
[[Category: Facilities (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=MEC-1_Paladin_(Long_War)&diff=61954MEC-1 Paladin (Long War)2014-11-28T19:01:03Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Inv Mec1.png<br />
|prerequisites=Alien Biocybernetics<br />
|engineers=25<br />
|special= Poison/Fire,<br> 1 Secondary+2 Accessory slots<br />
|health=10<br />
|mobility=4<br />
|defense=20<br />
|will=10<br />
|dr=1.0<br />
|credits=200<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=20<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Our first Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use.''<br />
<br />
Every start is the hardest part of a journey and the same rings true for MECs. The initial investement, both in time and resources will be significant yet can pay off handsomely on the battlefield since MEC are the only soldiers capable of equipping sophisticated weapon systems.<br />
<br />
<br />
Special '''NOTE'''; If Officer Bradford had his ways, everyone stepping in & out of the Barracks would wear such Cybersuits. He claims the amazing versatility of many supplemental components (DR Shen's ingenuity really is ''Out-of-this-World''!) far outweighs the drastic surgical measures that must be applied to people.<br />
<br />
Although, DR Vahlen proposed some fascinating alternatives. We can't really grasp her very complex reasoning as the technical terms seem to hint on some hybrid legs & arms that would perfectly replicate true human bio-chemistry. The Council has so far objected to anything like that as it would significantly raise the investing requirements from Nations.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=300><br />
MEC1 M-Front Tags.png|Male, front<br />
MEC1 M-Back.png| Male, back<br />
MEC1 F-Front Tags.png| Female, front<br />
MEC1 F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=MEC-3_(Long_War)&diff=61911MEC-3 (Long War)2014-11-28T02:35:37Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Inv Mec3.png<br />
|prerequisites=Advanced Power Armor<br />
|other= 1 x MEC-2 Suit<br />
|engineers=65<br />
|special= Poison/Fire, Tactica Sense<br> 3 Secondary+ 1 Accessory slots<br />
|health=18<br />
|mobility=5<br />
|defense=20<br />
|will=20<br />
|dr=1.5<br />
|credits=600<br />
|alienaloys=80<br />
|elerium=40<br />
|meld=60<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''The MEC-3 is the ultimate in combat exoskeletons and has an embedded tactical sensor suite.''<br />
<br />
This top-of-line suit is an upgrade of the MEC-2 one and can boast remarkable armor HP and defenses.<br />
<br />
Do note that starting from '''beta 14g''' the ''' Tactical Sense''' perk will be removed and another Accessory slot will be open for a total of two. This will make it better than the MEC-2 in all aspects.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=300><br />
MEC3 M-Front Tags.png|Male, front<br />
MEC3 M-Back.png| Male, back<br />
MEC3 F-Front Tags.png| Female, front<br />
MEC3 F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=MEC-2_(Long_War)&diff=61910MEC-2 (Long War)2014-11-28T02:33:55Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Inv Mec2.png<br />
|prerequisites=Mobile Power Armor<br />
|other= 1 x MEC-1 Suit<br />
|engineers=40<br />
|special= Poison/Fire,<br> 2 Secondary+2 Accessory slots<br />
|health=14<br />
|mobility=5<br />
|defense=20<br />
|will=15<br />
|dr=1.3<br />
|credits=400<br />
|alienaloys=50<br />
|elerium=30<br />
|meld=40<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''The MEC-2 offers more protection and versatility than its predecessor.''<br />
<br />
Essentially an upgrade of the base suits it provides more armor and defense, as well as one more secondary weapon slot. If you can afford, it is a must for your MEC troops.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=300><br />
MEC2 M-Front Tags.png|Male, front<br />
MEC2 M-Back.png| Male, back<br />
MEC2 F-Front Tags.png| Female, front<br />
MEC2 F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=MEC-1_Paladin_(Long_War)&diff=61909MEC-1 Paladin (Long War)2014-11-28T02:32:33Z<p>Zyxpsilon: Optimal size was 300</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Inv Mec1.png<br />
|prerequisites=Alien Biocybernetics<br />
|engineers=25<br />
|special= Poison/Fire,<br> 1 Secondary+2 Accessory slots<br />
|health=10<br />
|mobility=4<br />
|defense=20<br />
|will=10<br />
|dr=1.0<br />
|credits=200<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=20<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Our first Mechanized Exoskeletal Cybersuit, or MEC, has access to heavier primary weapons than unaugmented soldiers can use.''<br />
<br />
Every start is the hardest part of a journey and the same rings true for MECs. The initial investement, both in time and resources will be significant yet can pay off handsomely on the battlefield since MEC are the only soldiers capable of equipping sophisticated weapon systems.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=300><br />
MEC1 M-Front Tags.png|Male, front<br />
MEC1 M-Back.png| Male, back<br />
MEC1 F-Front Tags.png| Female, front<br />
MEC1 F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Vortex_Armor_(Long_War)&diff=61908Vortex Armor (Long War)2014-11-28T02:30:31Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Vortex armor Long War.png<br />
|prerequisites=Mind and Machine<br />
|engineers=80<br />
|special= Psy Only, Eliminates fatigue<br />
|health=8<br />
|mobility=2<br />
|defense=10<br />
|will=20<br />
|dr=0<br />
|credits=1000<br />
|alienaloys=50<br />
|elerium=40<br />
|meld=40<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Our most powerful armored suit, this equipment serves to amplify the wearer's psionic abilities through a system modeled after the alien's own cybernetic implants. However, it should be noted, this armor can only be equipped by a soldier found to have Psionic abilities.''<br />
<br />
This armor has no competition - if you can afford it and do not require maximum armor HP, nor flying. The fact that it completely removes battle fatigue after missions makes it a great piece of equipment for training your soldiers.<br />
<br />
<br />
Special '''NOTE'''; "You hear ''MY'' voice..."<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Vortex M-Front Tags.png|Male, front<br />
Vortex M-Back.png| Male, back<br />
Vortex F-Front Tags.png| Female, front<br />
Vortex F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Shadow_Armor_(Long_War)&diff=61907Shadow Armor (Long War)2014-11-28T02:27:15Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Shadow armor Long War.png<br />
|prerequisites=Stealth Systems<br />
|engineers=70<br />
|special= Grapple/Ghost, -1 small item slot<br />
|health=4<br />
|mobility=2<br />
|defense=20<br />
|will=0<br />
|dr=0<br />
|credits=600<br />
|alienaloys=40<br />
|elerium=10<br />
|meld=50<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''By integrating a stealth field based on the phase-shifts observed in the hyperwave beacon, this suit makes it extremely difficult for the wearer to be detected in the field. It should be noted, the stealth system is only effective when used by a soldier in cover.''<br />
<br />
If you want to surprise the aliens and remain alive to tell the story afterwards then this is the armor for you. It is light and provides both defense and a fail-safe ability when the aliens are alerted to your presence. Unfortunately the trade off is less space for carrying additional items.<br />
<br />
<br />
Special '''NOTE'''; 75% of Invisibility is directly related to some key light reflections in the visual spectrum. 20% has been deducted from a fusion between Quantum Mechanics hypothesis & mysterious ('''Top Secret Info''':''Cold Water'') properties. DR Shen's Team is actively working on the remaining 5%.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Shadow M-Front Tags.png|Male, front<br />
Shadow M-Back.png| Male, back<br />
Shadow F-Front Tags.png| Female, front<br />
Shadow F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Archangel_Armor_(Long_War)&diff=61906Archangel Armor (Long War)2014-11-28T02:18:05Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Archangel armor Long War.png<br />
|prerequisites=Antigrav Systems<br />
|other= 1xTitan Armor<br />
|engineers=60<br />
|special= Fly/Poison/Fire/Air Supply<br />
|health=8<br />
|mobility=2<br />
|defense=0<br />
|will=0<br />
|dr=0.2<br />
|credits=300<br />
|alienaloys=20<br />
|elerium=20<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''The Archangel suit combines our heavy armor set with a small propulsion system that allows for limited flight capabilities.''<br />
<br />
A very expensive and specialized armor kit, Archangel armor gives Sniper and Overwatch soldiers the ultimate vantage point to control an area. Combined with immunities and high armor HP you will be able to survive for long periods of time in the air.<br />
<br />
Soldiers wearing this armor are granted partial immunity to acid. They are also granted complete protection from the MEC Flamethower and are able cross burning tiles.<br />
<br />
Do note that in fact you upgrade a suit of Titan armor and thus it will take double the time to produce a suit of Archangel armor. Prepare in advance.<br />
<br />
As with '''Seraphim Armor''' if you plan on flying on a regular basis do not overlook the '''Advanced Flight''' Foundry project.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Archangel M-Front Tags.png|Male, front<br />
Archangel M-Back.png| Male, back<br />
Archangel F-Front Tags.png| Female, front<br />
Archangel F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Seraphim_Armor_(Long_War)&diff=61905Seraphim Armor (Long War)2014-11-28T02:16:24Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Seraphim armor Long War.png<br />
|prerequisites=Antigrav Systems<br />
|engineers=55<br />
|special= Fly<br />
|health=5<br />
|mobility=3<br />
|defense=10<br />
|will=0<br />
|dr=0<br />
|credits=350<br />
|alienaloys=20<br />
|elerium=25<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''Seraphim Armor incorporates the same jet pack as Archangel Armor, but it trades protection in favor of mobility.''<br />
<br />
Seraphim Armor is a cheaper of achieving an Elevation bonus or flanking adversaries. Combined with perks like '''Tactical Sense''' and '''Damn Good Ground''' it can make your soldier very hard to hit. Flying also has another advantage - your are far away from melee and grenade range.<br />
<br />
If you are considering using flying armor on a regular basis, remember to research the '''Advanced Flight''' Foundry project.<br />
<br />
<br />
Special '''NOTE'''; It's a Bird.. It's a Plane.. No -- It's -- XCom enhanced with ''Long War'', baby!!<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Seraphim M-Front Tags.png|Male, front<br />
Seraphim M-Back.png| Male, back<br />
Seraphim F-Front Tags.png| Female, front<br />
Seraphim F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Titan_Armor_(Long_War)&diff=61904Titan Armor (Long War)2014-11-28T02:12:53Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Titan armor Long War.png<br />
|prerequisites=Advanced Power Armor<br />
|engineers=45<br />
|special= Poison/Fire/Air Supply<br />
|health=10<br />
|mobility=0<br />
|defense=0<br />
|will=0<br />
|dr=0.4<br />
|credits=350<br />
|alienaloys=35<br />
|elerium=15<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
''This Titan Armor is among our heaviest designs, enhancing our soldier's protection from weapons fire, while also providing immunity to fire and toxins.''<br />
<br />
<br />
The heaviest armor available to Xcom and it shows. While it lowers mobility, there are numerous ways to counter this and when combined with the '''Extra Conditioning''' perk Titan armor gives a total of 14 armor HP (ten base + 4 perk). This makes for an ultimate defense and will ensure your soldiers stay away from the infirmary. Due to its low mobility, you should consider combining this armor with [[Equipment (Long War)#Miscellaneous Items|walker servos]], an [[Weapons (Long War)#SMG|SMG]], or [[Abilities List (Long War)|Sprinter]] so that the wearer can keep up with the rest of the squad.<br />
<br />
Soldiers wearing this armor are granted partial immunity to acid. They are also granted complete protection from the MEC Flamethower and are able cross burning tiles.<br />
<br />
<br />
Special '''NOTE'''; Guess what - ''Titanium'' alloys have something to do with the complex metallurgy employed to shape most components. Luckily... Raymond Shen assures us Engineering has ample supply of the rare mineral.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Titan M-Front Tags.png|Male, front<br />
Titan M-Back.png| Male, back<br />
Titan F-Front Tags.png| Female, front<br />
Titan F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Corsair_Armor_(Long_War)&diff=61903Corsair Armor (Long War)2014-11-28T02:06:21Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Corsair armor Long War.png<br />
|prerequisites=Advanced Power Armor<br />
|engineers=45<br />
|special= Grapple<br />
|health=6<br />
|mobility=3<br />
|defense=10<br />
|will=0<br />
|dr=0<br />
|credits=350<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
'' Our Corsair Armor is a fairly heavy kit that still offers significant increases in soldier mobility. It includes a grappling hook.''<br />
<br />
<br />
An overall improvement over the Banshee armor yet it does cost a hefty amount of resources to manufacture. It will be hard to make a standard issue kit although almost every soldier class will benefit from this armor.<br />
<br />
<br />
Special '''NOTE'''; This armoring system had unforeseen consequences on the physical features of most people. It's as if the body morphology is being "stretched" at the shoulders and knees. We've asked the science staff to investigate the situation. DR Vahlen latest report seems to indicate it may take awhile longer before they actually figure out what's happening.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Corsair M-Front Tags.png|Male, front<br />
Corsair M-Back.png| Male, back<br />
Corsair F-Front Tags.png| Female, front<br />
Corsair F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Corsair_Armor_(Long_War)&diff=61902Corsair Armor (Long War)2014-11-28T02:05:00Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Corsair armor Long War.png<br />
|prerequisites=Advanced Power Armor<br />
|engineers=45<br />
|special= Grapple<br />
|health=6<br />
|mobility=3<br />
|defense=10<br />
|will=0<br />
|dr=0<br />
|credits=350<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
'' Our Corsair Armor is a fairly heavy kit that still offers significant increases in soldier mobility. It includes a grappling hook.''<br />
<br />
<br />
An overall improvement over the Banshee armor yet it does cost a hefty amount of resources to manufacture. It will be hard to make a standard issue kit although almost every soldier class will benefit from this armor.<br />
<br />
<br />
Special '''NOTE'''; This armoring system had unforeseen consequences on the physical features of most people. It's as if the body morphology is being "stretched" at the shoulders and knees. We've asked the science staff to analyze it. DR Vahlen latest report seems to indicate it may take awhile longer before they actually figure out what's happening.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Corsair M-Front Tags.png|Male, front<br />
Corsair M-Back.png| Male, back<br />
Corsair F-Front Tags.png| Female, front<br />
Corsair F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Corsair_Armor_(Long_War)&diff=61901Corsair Armor (Long War)2014-11-28T02:03:37Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Corsair armor Long War.png<br />
|prerequisites=Advanced Power Armor<br />
|engineers=45<br />
|special= Grapple<br />
|health=6<br />
|mobility=3<br />
|defense=10<br />
|will=0<br />
|dr=0<br />
|credits=350<br />
|alienaloys=30<br />
|elerium=20<br />
|meld=0<br />
|build time=14<br />
}}<br />
<br />
<br />
<br />
'' Our Corsair Armor is a fairly heavy kit that still offers significant increases in soldier mobility. It includes a grappling hook.''<br />
<br />
<br />
An overall improvement over the Banshee armor yet it does cost a hefty amount of resources to manufacture. It will be hard to make a standard issue kit although almost every soldier class will benefit from this armor.<br />
<br />
<br />
Special '''NOTE'''; This armoring system had unforeseen consequences on the physical features of most people. It's as if the body morphology is being "stretched" at the shoulders and knees. We've asked the science staff to analyze it. DR Vahlen latest report seems to indicate it may take awhile longer before they actually figure out what's happening.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Corsair M-Front Tags.png|Male, front<br />
Corsair M-Back.png| Male, back<br />
Corsair F-Front Tags.png| Female, front<br />
Corsair F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Carapace_Armor_(Long_War)&diff=61900Carapace Armor (Long War)2014-11-28T01:55:21Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Carapace armor Long War .png<br />
|prerequisites=Advanced Body Armor<br />
|engineers=22<br />
|special= -<br />
|health=5<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=120<br />
|alienaloys=15<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor."''<br />
<br />
<br />
There is a good chance this armor kit will probably be your standard issue armor throughout the game. While it might slow you down it does keep your soldiers alive and can even take a critical hit, provided it is not from a plasma cannon. <br />
<br />
<br />
Special '''NOTE'''; And - as a bonus - they look and feel like wearing a RollerBall derby uniform. Conversations (maybe simple rumors, we're not 100% sure) heard in the gymnasium even prove that some male troopers are starting to act like RoboCops. The girls seem to agree on one more thing though; it's not the metal, it's the mental.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Carapace M-Front Tags.png|Male, front<br />
Carapace M-Back.png| Male, back<br />
Carapace F-Front Tags.png| Female, front<br />
Carapace F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Carapace_Armor_(Long_War)&diff=61899Carapace Armor (Long War)2014-11-28T01:53:30Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Carapace armor Long War .png<br />
|prerequisites=Advanced Body Armor<br />
|engineers=22<br />
|special= -<br />
|health=5<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=120<br />
|alienaloys=15<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor."''<br />
<br />
<br />
There is a good chance this armor kit will probably be your standard issue armor throughout the game. While it might slow you down it does keep your soldiers alive and can even take a critical hit, provided it is not from a plasma cannon. <br />
<br />
<br />
Special '''NOTE'''; And - as a bonus - they look and feel like wearing a RollerBall derby uniform. Conversations (maybe simple rumors, we're not 100% sure) heard in the gymnasium even prove that some male troopers are starting to act like RoboCops. The girls seem to agree on one more thing though; it's not the metal, it's the mental.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Carapace M-Front Tags.png|Male, front<br />
Carapace M-Back.png| Male, back<br />
Carapace F-Front Tags.png| Female, front<br />
Carapace F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Carapace_Armor_(Long_War)&diff=61898Carapace Armor (Long War)2014-11-28T01:47:13Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Carapace armor Long War .png<br />
|prerequisites=Advanced Body Armor<br />
|engineers=22<br />
|special= -<br />
|health=5<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=120<br />
|alienaloys=15<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' Our Carapace Armor was designed to offer substantially better protection against the alien plasma weaponry through the use of their alloys. Tests indicate a substantial survivability increase relative to conventional body armor."''<br />
<br />
<br />
There is a good chance this armor kit will probably be your standard issue armor throughout the game. While it might slow you down it does keep your soldiers alive and can even take a critical hit, provided it is not from a plasma cannon. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Carapace M-Front Tags.png|Male, front<br />
Carapace M-Back.png| Male, back<br />
Carapace F-Front Tags.png| Female, front<br />
Carapace F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Phalanx_Armor_(Long_War)&diff=61897Phalanx Armor (Long War)2014-11-28T01:41:48Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Phalanx armor Long War.png<br />
|prerequisites=Improved Body Armor<br />
|engineers=14<br />
|special= -<br />
|health=3<br />
|mobility=2<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=65<br />
|alienaloys=8<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' The Phalanx Armor is our first attempt to use alien materials in a complete armor suit.''<br />
<br />
<br />
The first Xcom-made armor provides a good protection and enough mobility to carry with easy two small items. You will still require better protection to tackle the bigger aliens though.<br />
<br />
<br />
Special '''NOTE'''; Comes equipped with Harmonicas, Whistles or Flutes inserted into the small bulging plate right underneath soldier's chin. DR Shen was against giving them such a distraction during battles as the music could interfere with communications but it still opened up heated debates with Bradford. These discussions led to plans for integrating a Soda can as it fits perfectly in the available place. Now onto the straw mechanism.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Phalanx M-Front Tags.png|Male, front<br />
Phalanx M-Back.png| Male, back<br />
Phalanx F-Front Tags.png| Female, front<br />
Phalanx F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Phalanx_Armor_(Long_War)&diff=61896Phalanx Armor (Long War)2014-11-28T01:41:11Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Phalanx armor Long War.png<br />
|prerequisites=Improved Body Armor<br />
|engineers=14<br />
|special= -<br />
|health=3<br />
|mobility=2<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=65<br />
|alienaloys=8<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' The Phalanx Armor is our first attempt to use alien materials in a complete armor suit.''<br />
<br />
<br />
The first Xcom-made armor provides a good protection and enough mobility to carry with easy two small items. You will still require better protection to tackle the bigger aliens though.<br />
<br />
<br />
Special '''NOTE'''; Comes equipped with Harmonicas or Flutes inserted into the small bulging plate right underneath soldier's chin. DR Shen was against giving them such a distraction during battles as the music could interfere with communications but it still opened up heated debates with Bradford. These discussions led to plans for integrating a Soda can as it fits perfectly in the available place. Now onto the straw mechanism.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Phalanx M-Front Tags.png|Male, front<br />
Phalanx M-Back.png| Male, back<br />
Phalanx F-Front Tags.png| Female, front<br />
Phalanx F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Phalanx_Armor_(Long_War)&diff=61895Phalanx Armor (Long War)2014-11-28T01:40:48Z<p>Zyxpsilon: NOTE</p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Phalanx armor Long War.png<br />
|prerequisites=Improved Body Armor<br />
|engineers=14<br />
|special= -<br />
|health=3<br />
|mobility=2<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
|credits=65<br />
|alienaloys=8<br />
|elerium=0<br />
|meld=0<br />
|build time=10<br />
}}<br />
<br />
<br />
<br />
'' The Phalanx Armor is our first attempt to use alien materials in a complete armor suit.''<br />
<br />
<br />
The first Xcom-made armor provides a good protection and enough mobility to carry with easy two small items. You will still require better protection to tackle the bigger aliens though.<br />
<br />
<br />
Special '''NOTE'''; Comes equipped with Harmonicas or Flutes inserted into the small bulging plate right underneath soldier's chin. DR Shen was against giving them such a distraction during battles as the music could interfere with communications but it still opened up heated debates with Bradford. These discussions led to plans for integrating a Soda can as it fits perfectly in the available place. Now onto the straw mechanism.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
Phalanx M-Front Tags.png|Male, front<br />
Phalanx M-Back.png| Male, back<br />
Phalanx F-Front Tags.png| Female, front<br />
Phalanx F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Armor_(Long_War)&diff=61894Tac Armor (Long War)2014-11-28T01:30:13Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Tac Armor Long War.png<br />
|prerequisites=A soldier to wear it!<br />
|special= -<br />
|health=2<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Light armor. XCOM soldiers will appreciate it if better armor development is given a high priority.''<br />
<br />
<br />
The tactical armor is a great solution for surviving one-time hits by plasma weapons in the first month. If you favor a defensive approach be sure to have your troops taking point wearing this armor kit.<br />
<br />
<br />
Special '''NOTE'''; Good bye flesh, welcome comfy sleeves for windy weather.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacArmor M-Front Tags.png|Male, front<br />
TacArmor M-Back.png| Male, back<br />
TacArmor F-Front Tags.png| Female, front<br />
TacArmor F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Leather_Jacket_(Long_War)&diff=61893Leather Jacket (Long War)2014-11-28T01:28:52Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Chameleon Suit Long War.png<br />
|special= Covert Operatives only<br />
|health=0<br />
|mobility=5<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}} <br />
<br />
<br />
<br />
''Covert operatives must blend into a crowd, and this lightly armored suit serves that purpose well.''<br />
<br />
<br />
The leather jacket is the default armor kit for Covert operatives and as such does not require production. It provides great mobility but no protection and is the only armor kit available for covert missions. Be sure that your operative is either fast or can withstand some punishment.<br />
<br />
<br />
Special '''NOTE'''; Yep... what you see below is our Triad friend from low places -- Shaojie Zhang. And while we were on the subject of DLC supplements, Annette Durand could coax us (DR Vahlen believes it was some sort of Hypnotic powers!) into wearing a cool Jacket as well. Contacts - established.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
LeatherJacket M-Front Tags.png|Male, front<br />
LeatherJacket M-Back.png| Male, back<br />
LeatherJacket F-Front Tags.png| Female, front<br />
LeatherJacket F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Vest_(Long_War)&diff=61892Tac Vest (Long War)2014-11-28T01:27:05Z<p>Zyxpsilon: </p>
<hr />
<div><div style="float:right">{{Header (Long War)}}__TOC__</div><br />
{{Armor Data Box (Long War)<br />
|image=Tac vest Long War.png<br />
|prerequisites= Sewing machines?<br />
|special= Better than a T-Shirt!<br />
|health=1<br />
|mobility=3<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Very light armor.''<br />
<br />
<br />
The tactical vest is what most rookies come equipped with. It offers minimal protection and good mobility, which most players find desirable in the first months of the war. Nonetheless you should either wear protective items or change armor to Phalanx as soon as possible, since the aliens start bringing heavier and more precise weaponry with them. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacVest M-Front Tags.png|Male, front<br />
TacVest M-Back.png| Male, back<br />
TacVest F-Front Tags.png| Female, front<br />
TacVest F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Armor_(Long_War)&diff=61835Tac Armor (Long War)2014-11-27T07:41:40Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Tac Armor Long War.png<br />
|prerequisites=A soldier to wear it!<br />
|special= -<br />
|health=2<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Light armor. XCOM soldiers will appreciate it if better armor development is given a high priority.''<br />
<br />
<br />
The tactical armor is a great solution for surviving one-time hits by plasma weapons in the first month. If you favor a defensive approach be sure to have your troops taking point wearing this armor kit.<br />
<br />
<br />
Special '''NOTE'''; Good bye flesh, welcome comfy sleeves for windy weather.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacArmor M-Front Tags.png|Male, front<br />
TacArmor M-Back.png| Male, back<br />
TacArmor F-Front Tags.png| Female, front<br />
TacArmor F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Armor_(Long_War)&diff=61834Tac Armor (Long War)2014-11-27T07:41:13Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Tac Armor Long War.png<br />
|prerequisites=A soldier to wear it!<br />
|special= -<br />
|health=2<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Light armor. XCOM soldiers will appreciate it if better armor development is given a high priority.''<br />
<br />
<br />
The tactical armor is a great solution for surviving one-time hits by plasma weapons in the first month. If you favor a defensive approach be sure to have your troops taking point wearing this armor kit.<br />
<br />
Special '''NOTE'''; Good bye flesh, welcome comfy sleeves for windy weather.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacArmor M-Front Tags.png|Male, front<br />
TacArmor M-Back.png| Male, back<br />
TacArmor F-Front Tags.png| Female, front<br />
TacArmor F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Vest_(Long_War)&diff=61833Tac Vest (Long War)2014-11-27T07:38:56Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Tac vest Long War.png<br />
|prerequisites= Sewing machines?<br />
|special= Better than a T-Shirt!<br />
|health=1<br />
|mobility=3<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Very light armor.''<br />
<br />
<br />
The tactical vest is what most rookies come equipped with. It offers minimal protection and good mobility, which most players find desirable in the first months of the war. Nonetheless you should either wear protective items or change armor to Phalanx as soon as possible, since the aliens start bringing heavier and more precise weaponry with them. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacVest M-Front Tags.png|Male, front<br />
TacVest M-Back.png| Male, back<br />
TacVest F-Front Tags.png| Female, front<br />
TacVest F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Vest_(Long_War)&diff=61832Tac Vest (Long War)2014-11-27T07:37:01Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Tac vest Long War.png<br />
|special= Better than a T-Shirt!<br />
|health=1<br />
|mobility=3<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Very light armor.''<br />
<br />
<br />
The tactical vest is what most rookies come equipped with. It offers minimal protection and good mobility, which most players find desirable in the first months of the war. Nonetheless you should either wear protective items or change armor to Phalanx as soon as possible, since the aliens start bringing heavier and more precise weaponry with them. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacVest M-Front Tags.png|Male, front<br />
TacVest M-Back.png| Male, back<br />
TacVest F-Front Tags.png| Female, front<br />
TacVest F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Leather_Jacket_(Long_War)&diff=61831Leather Jacket (Long War)2014-11-27T07:24:18Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Chameleon Suit Long War.png<br />
|special= Covert Operatives only<br />
|health=0<br />
|mobility=5<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
''Covert operatives must blend into a crowd, and this lightly armored suit serves that purpose well.''<br />
<br />
<br />
The leather jacket is the default armor kit for Covert operatives and as such does not require production. It provides great mobility but no protection and is the only armor kit available for covert missions. Be sure that your operative is either fast or can withstand some punishment.<br />
<br />
<br />
Special '''NOTE'''; Yep... what you see below is our Triad friend from low places -- Shaojie Zhang. And while we were on the subject of DLC supplements, Annette Durand could coax us (DR Vahlen believes it was some sort of Hypnotic powers!) into wearing a cool Jacket as well. Contacts - established.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
LeatherJacket M-Front Tags.png|Male, front<br />
LeatherJacket M-Back.png| Male, back<br />
LeatherJacket F-Front Tags.png| Female, front<br />
LeatherJacket F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Tac_Armor_(Long_War)&diff=61830Tac Armor (Long War)2014-11-27T07:18:37Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Tac Armor Long War.png<br />
|prerequisites=A soldier to wear it!<br />
|special= -<br />
|health=2<br />
|mobility=1<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
'' Light armor. XCOM soldiers will appreciate it if better armor development is given a high priority.''<br />
<br />
<br />
The tactical armor is a great solution for surviving one-time hits by plasma weapons in the first month. If you favor a defensive approach be sure to have your troops taking point wearing this armor kit. <br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
TacArmor M-Front Tags.png|Male, front<br />
TacArmor M-Back.png| Male, back<br />
TacArmor F-Front Tags.png| Female, front<br />
TacArmor F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Leather_Jacket_(Long_War)&diff=61829Leather Jacket (Long War)2014-11-27T07:14:30Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Chameleon Suit Long War.png<br />
|special= Covert Operatives only<br />
|health=0<br />
|mobility=5<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
''Covert operatives must blend into a crowd, and this lightly armored suit serves that purpose well.''<br />
<br />
<br />
The leather jacket is the default armor kit for Covert operatives and as such does not require production. It provides great mobility but no protection and is the only armor kit available for covert missions. Be sure that your operative is either fast or can withstand some punishment.<br />
<br />
<br />
Special '''NOTE'''; Yep... what you see below is our Triad friend from low places -- Zhang. And while we were on the subject of DLC supplements, Annette Durand could coax us (DR Vahlen believes it was some sort of Hypnotic powers!) into wearing a cool Jacket as well. Contacts - established.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
LeatherJacket M-Front Tags.png|Male, front<br />
LeatherJacket M-Back.png| Male, back<br />
LeatherJacket F-Front Tags.png| Female, front<br />
LeatherJacket F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Leather_Jacket_(Long_War)&diff=61828Leather Jacket (Long War)2014-11-27T07:12:46Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Chameleon Suit Long War.png<br />
|special= Covert Operatives only<br />
|health=0<br />
|mobility=5<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
''Covert operatives must blend into a crowd, and this lightly armored suit serves that purpose well.''<br />
<br />
<br />
The leather jacket is the default armor kit for Covert operatives and as such does not require production. It provides great mobility but no protection and is the only armor kit available for covert missions. Be sure that your operative is either fast or can withstand some punishment.<br />
<br />
<br />
Special '''NOTE'''; Yep... what you see below is our Triad friend from low places -- Zhang. And while we were on the subject of DLC supplements, Annette Durand could coax us (DR Vahlen believes it was some sort of Hypnotic powers!) into wearing a cool Jacket as well.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
LeatherJacket M-Front Tags.png|Male, front<br />
LeatherJacket M-Back.png| Male, back<br />
LeatherJacket F-Front Tags.png| Female, front<br />
LeatherJacket F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilonhttps://www.ufopaedia.org/index.php?title=Leather_Jacket_(Long_War)&diff=61827Leather Jacket (Long War)2014-11-27T07:09:52Z<p>Zyxpsilon: </p>
<hr />
<div><br />
{{Armor Data Box (Long War)<br />
|image=Chameleon Suit Long War.png<br />
|special= Covert Operatives only<br />
|health=0<br />
|mobility=5<br />
|defense=0<br />
|will=0<br />
|dr=0<br />
}}<br />
<br />
<br />
<br />
''Covert operatives must blend into a crowd, and this lightly armored suit serves that purpose well.''<br />
<br />
<br />
The leather jacket is the default armor kit for Covert operatives and as such does not require production. It provides great mobility but no protection and is the only armor kit available for covert missions. Be sure that your operative is either fast or can withstand some punishment.<br />
<br />
<br />
Special '''NOTE'''; Yep... what you see below is our Triad friend from low places -- Zhang. And while we were on the subject of DLC supplements, Annette Durand could coax us into wearing a cool Jacket as well.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
==Gallery ==<br />
<br />
<gallery mode=packed-hover heights=320><br />
LeatherJacket M-Front Tags.png|Male, front<br />
LeatherJacket M-Back.png| Male, back<br />
LeatherJacket F-Front Tags.png| Female, front<br />
LeatherJacket F-Back.png|Female, back<br />
</gallery><br />
<br />
==See also==<br />
{{Loadout (Long War) Navbar}}<br />
<br />
[[Category: Armor (Long War)]]<br />
[[Category: Loadout (Long War)]]</div>Zyxpsilon