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In General
The speed to research each technology is defined by:
Research Time (in hours) = [Tech Time * 72 * (6 + Difficulty Modifier) * (1 - Credit Bonus)] / [(50 + Scientists) * (1 + 0.3 * Number of Labs + 0.1 * Number of Lab Adjacencies)]
Difficulty Modifier is 0 for Normal up to 3 for Impossible.
Credit Bonus is 50% for any credit (80% with the Ready for War Starting Bonus).
Tech Times can be found in the Research Projects image below.
Research Projects
Alien Autopsies
Alien corpses that have been returned from successful missions can be autopsied for further analysis, once the required research projects have been completed. Note that autopsies require and consume multiple corpses, as listed below.
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.
Alien Autopsies (Long War)
|
Research |
Prerequisites |
Cost |
Unlocks
|
|
Corpses |
|
Research |
Foundry |
Loadout |
Other |
Council Request
|
Sectoid Autopsy |
Xenobiology
|
5 Sectoids |
5
|
Sectoid Interrogation |
- |
- |
- |
-
|
Thin Man Autopsy |
Xenobiology
|
10 Thin Men |
20
|
Thin Man Interrogation |
Improved Medikit |
Restorative Mist (MEC) |
- |
Thin Man Corpses (Soldiers / Scientists / Engineers)
|
Floater Autopsy |
Xenobiology
|
10 Floaters |
15
|
Floater Interrogation |
Shaped Armor |
Kinetic Strike Module (MEC) |
Aim Booster (Aerospace) Ammo - Flak |
Floater Corpses (Soldiers / Engineers)
|
Muton Autopsy |
Xenobiology
|
10 Mutons |
25
|
Muton Interrogation |
Ammo Conservation Alien Grenades |
- |
- |
Muton Corpses (Soldiers / Scientists / Engineers)
|
Berserker Autopsy |
Xenobiology
|
5 Berserkers |
30
|
Berserker Interrogation |
|
Combat Stims |
- |
Berserker Corpses (Soldiers / Credits / Scientists)
|
Sectoid Commander Autopsy |
Xenobiology
|
3 Sectoid Commanders |
45
|
Sectoid Commander Interrogation |
- |
Psi Frayer |
- |
Sectoid Commander Corpses (Soldiers / Scientists / Engineers)
Alien Entertainment (Panic Reduction)
|
Heavy Floater Autopsy |
Xenobiology
|
5 Heavy Floaters |
40
|
Heavy Floater Interrogation |
Advanced Repair |
- |
- |
Heavy Floater Corpses (Soldiers / Scientists / Engineers)
|
Muton Elite Autopsy |
Xenobiology
|
5 Muton Elites |
40
|
Muton Elite Interrogation |
- |
- |
- |
Muton Elite Corpses (Soldiers / Scientists)
|
Ethereal Autopsy |
Xenobiology
|
3 Ethereals |
50
|
Ethereal Interrogation |
- |
- |
- |
Ethereal Corpses (Soldiers and maybe Scientists)
|
Drone Autopsy |
Alien Computers
|
5 Drones |
5
|
Advanced Beam Lasers |
- |
Holo Charger (SHIV) |
- |
Drone Wrecks (Engineers)
|
Seeker Autopsy |
Alien Computers
|
5 Seekers |
15
|
- |
UFO Countermeasures |
Respirator Implant Extrasensory Vest Elerium Emitter |
- |
Seeker Wrecks (Engineers / Credits)
|
Chryssalid Autopsy |
Xenobiology
|
5 Chryssalids |
30
|
Advanced Body Armor |
- |
Chitin Plating |
Muscle Fiber Density Adaptive Bone Marrow (Gene Mods) |
Chryssalid Carcasses (Credits / Scientists)
|
Cyberdisc Autopsy |
Alien Computers
|
3 Cyberdiscs |
15
|
Pulse Lasers |
SHIV Advancements II |
Autosentry Turret (SHIV) |
Dodge Booster (Aerospace) |
Cyberdisc Wrecks (Credits and Soldiers / Engineers)
|
Mechtoid Autopsy |
Alien Computers
|
3 Mechtoid Cores |
30
|
- |
Advanced Servomotors |
Psi Retaliator Alloy SHIV |
- |
Mechtoid Cores (Soldiers / Scientists and Engineers)
|
Sectopod Autopsy |
Alien Computers
|
3 Sectopods |
45
|
- |
- |
Battle Computer (MEC/SHIV) Weapon Supercooler (SHIV) |
- |
Sectopod Wrecks (Credits and Engineers)
|
Alien Interrogations
Alien captives that have been captured with an Stun Rifle and housed in the Alien Containment can be interrogated once the autopsy project for that species has been completed.
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.
Alien Interrogations (Long War)
|
Research |
Prerequisites |
Cost |
Unlocks |
Research Credits
|
|
Captives |
|
Research |
Other |
Council Request |
Research |
Foundry
|
Sectoid Interrogation |
Sectoid Autopsy
|
1 Sectoid |
15
|
Xenopsionics Elerium |
Tactical Rigging (Foundry Project) |
Sectoid Captive (Soldiers / Scientists)
|
Cybernetics: Xenogenetics Alien Biocybernetics
|
Cybernetics: Advanced Repair Advanced Servomotors Advanced Surgery Improved Medikit Jellied Elerium MEC Warfare Systems
|
Thin Man Interrogation |
Thin Man Autopsy
|
1 Thin Man |
70
|
Experimental Warfare |
- |
Thin Man Captive (Soldiers / Scientists / Credits)
|
Laser Weapons: Beam Lasers Advanced Beam Lasers Pulse Lasers Advanced Pulse Lasers
|
Laser Weapons: Aircraft Boosters Enhanced Lasers Supercapacitators
|
Floater Interrogation |
Floater Autopsy
|
1 Floater |
70
|
Advanced Gauss Weapons |
- |
Floater Captive (Engineers)
|
Aerospace: UFO Analysis: (all) Advanced Aerospace Concepts Alien Propulsion Antigrav Systems
|
Aerospace: Advanced Flight Aircraft Boosters Armored Fighters Elerium Afterburners Improved Avionics Penetrator Weapons Super Skyranger UFO Countermeasures UFO Tracking Wingtip Sparrowhawks
|
Muton Interrogation |
Muton Autopsy
|
1 Muton |
95
|
- |
Secondary Heart Adrenal Neurosympathy (Gene Mods)
Shielding Pod (SHIV) |
Muton Captive (Soldiers and maybe Scientists)
|
Gauss Weapons: Gauss Weapons Advanced Gauss Weapons
|
Gauss Weapons: Mag Pistols Phoenix Coilguns Quenchguns Rail Pistols Wingtip Sparrowhawks
|
Berserker Interrogation |
Berserker Autopsy
|
1 Berserker |
120
|
Advanced Power Armor |
Neural Damping Smart Macrophages (Gene Mods) |
Berserker Captive (Soldiers and maybe Scientists)
|
Armor: Improved Body Armor Advanced Body Armor Mobile Power Armor Advanced Power Armor Improved Combat Exoskeletons Heavy Combat Exoskeletons Mobile Combat Exoskeletons
|
Armor: Armored Fighters Shaped Armor Mechanized Unit Defenses Tactical Rigging
|
Sectoid Commander Interrogation |
Sectoid Commander Autopsy
|
1 Sectoid Commander |
135
|
Alien Command and Control |
Inner Fire Telekinetic Field Psychokinetic Strike (Psi Powers) |
Sectoid Commander Captive (Panic Reduction and Soldiers / Scientists)
|
Psionics: Xenopsionics Alien Operations Alien Command and Control Mind and Machine
|
Psionics: Psi Warfare Systems
|
Heavy Floater Interrogation |
Heavy Floater Autopsy
|
1 Heavy Floater |
130
|
Antigrav Systems |
- |
Heavy Floater Captive (Engineers and Scientists / Soldiers)
|
Plasma Weapons: Plasma Weapons Advanced Plasma Weapons Compact Plasma Weapons Heavy Plasma Weapons Precision Plasma Weapons Vehicular Plasma Weapons
|
Plasma Weapons: Enhanced Plasma Reflex Pistols
|
Muton Elite Interrogation |
Muton Elite Autopsy
|
1 Muton Elite |
140
|
Light Plasma Weapons |
Adrenaline Surge Iron Skin (Gene Mods) |
Muton Elite Captive (Soldiers and maybe Scientists)
|
Weapons: All Laser Weapon Research All Gauss Weapon Research All Plasma Weapon Research Alien Weaponry EMP Weapons Fusion Weapons
|
Weapons: All Laser Weapon Projects All Gauss Weapon Projects All Plasma Weapon Projects Ammo Conservation Enhanced Ballistics SCOPE Upgrade SHIV Suppression
|
Ethereal Interrogation |
Ethereal Autopsy
|
1 Ethereal |
170
|
- |
Psi Mastery (Psi Power) |
Ethereal Captive (Scientists and Soldiers / Engineers) |
All Research |
All Projects
|
UFO Analysis
Once a UFO has crashed or landed and then is successfully assaulted, it can be analyzed as a research project. Once the research project has completed, ships gain 30% damage bonus against all UFOs of the same type.
Also, once UFO Scanners Foundry project is completed, analyzed UFO's display damage during Air Combat.
All UFO Analysis have the Aerospace credit type. Once a Floater has been interrogated, the speed at which UFOs are analyzed increases by 25%.
UFO Analysis (Long War)
|
Research |
Credit type |
Prerequisites |
Cost |
Unlocks
|
|
Other |
|
|
|
Other
|
UFO Analysis: Scout |
Aerospace |
Alien Materials
|
Scout Crash Site or Scout Landing Site mission completed |
20 |
2 |
400 |
30% Bonus Damage to Scouts Salvage 30% more alloys and elerium from Scouts
|
UFO Analysis: Fighter |
Aerospace |
Alien Materials
|
Fighter Crash Site mission completed |
20 |
2 |
300 |
30% Bonus Damage to Fighters Salvage 30% more alloys and elerium from Fighters
|
UFO Analysis: Raider |
Aerospace |
Alien Materials
|
Raider Crash Site or Raider Landing Site mission completed |
40 |
4 |
600 |
30% Bonus Damage to Raiders Salvage 30% more alloys and elerium from Raiders
|
UFO Analysis: Destroyer |
Aerospace |
Alien Materials
|
Destroyer Crash Site mission completed |
40 |
4 |
600 |
30% Bonus Damage to Destroyers Salvage 30% more alloys and elerium from Destroyers
|
UFO Analysis: Abductor |
Aerospace |
Alien Materials
|
Abductor Crash Site or Abductor Landing Site mission completed |
160 |
8 |
800 |
30% Bonus Damage to Abductors Salvage 30% more alloys and elerium from Abductors
|
UFO Analysis: Harvester |
Aerospace |
Alien Materials
|
Harvester Crash Site or Harvester Landing Site mission completed |
160 |
8 |
800 |
30% Bonus Damage to Harvesters Salvage 30% more alloys and elerium from Harvesters
|
UFO Analysis: Transport |
Aerospace |
Alien Materials
|
Transport Crash Site or Transport Landing Site mission completed |
240 |
8 |
900 |
30% Bonus Damage to Transports Salvage 30% more alloys and elerium from Transports
|
UFO Analysis: Terror Ship |
Aerospace |
Alien Materials
|
Terror Ship Crash Site or Terror Ship Landing Site mission completed |
240 |
8 |
900 |
30% Bonus Damage to Terror Ships Salvage 30% more alloys and elerium from Terror Ships
|
UFO Analysis: Assault Carrier |
Aerospace |
Alien Materials
|
Assault Carrier Crash Site or Assault Carrier Landing Site mission completed |
480 |
12 |
1000 |
30% Bonus Damage to Assault Carriers Salvage 30% more alloys and elerium from Assault Carriers
|
UFO Analysis: Battleship |
Aerospace |
Alien Materials
|
Battleship Crash Site mission completed |
480 |
12 |
1000 |
30% Bonus Damage to Battleships Salvage 30% more alloys and elerium from Battleships
|
UFO Analysis: Overseer |
Aerospace |
Alien Materials
|
Overseer Crash Site mission completed |
40 |
12 |
700 |
30% Bonus Damage to Overseers Salvage 30% more alloys and elerium from Overseers
|
Technology Projects
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.
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%.
Xenology
These research projects study the aliens in a more general approach than specific autopsies and interrogations, unlocking Psionic Powers, Genetic Modifications and Cybernetic Augmentations.
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.
Xenology (Long War)
|
Research |
Credit type |
Prerequisites |
Cost |
Unlocks
|
|
Other |
|
|
|
|
Corpses |
|
Research |
Facility |
Loadout |
Other
|
Xenobiology |
- |
- |
-
|
- |
- |
- |
- |
5 Sectoids |
15
|
Xenoneurology Xenogenetics All Biologic Autopsies |
Alien Containment |
Targeting Module |
Sectoid Corpses (Council Request for Scientists)
|
Xenoneurology |
- |
Xenobiology |
-
|
- |
- |
10 |
- |
5 Sectoids |
25
|
Xenopsionics Alien Communications |
- |
Stun Rifle |
-
|
Xenogenetics |
Cybernetics |
Xenobiology |
-
|
- |
- |
- |
10 |
- |
35
|
Alien Biocybernetics
|
Genetics Lab |
- |
Predictive Tracking Eagle Eye (Gene Mods)
|
Xenopsionics |
Psionics |
Xenoneurology Sectoid Interrogation |
-
|
- |
- |
- |
5 |
- |
25
|
Alien Operations |
Psionic Labs |
- |
Mindfray Neural Feedback Psi Panic Psi Inspire Mind Merge (Psi Powers)
Psi Warfare Systems (Foundry Project)
|
Alien Operations |
Psionics |
Xenopsionics |
Outsider Shard
|
- |
- |
- |
- |
- |
20
|
- |
- |
- |
Skeleton Key
|
Alien Biocybernetics |
Cybernetics |
Xenogenetics Alien Materials Alien Computers |
-
|
5 |
30 |
50 |
20 |
- |
60
|
Mind and Machine Light Plasma Weapons MEC Mark 2
|
- |
MEC-1 Minigun Incinerator Module Neural Gunlink
|
Advanced Surgery MEC Warfare Systems (Foundry Projects)
|
Alien Communications |
- |
Xenoneurology |
Hyperwave Beacon (from Alien base assault)
|
- |
10 |
- |
- |
- |
30
|
Stealth Systems |
Hyperwave Relay |
Mimic Beacon |
-
|
Alien Command and Control |
Psionics |
Ethereal Autopsy |
Ethereal Device
|
10 |
15 |
- |
- |
- |
30
|
Mind and Machine |
Gollop Chamber |
- |
-
|
Materials and Aerospace
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.
Most of these research projects are required for the various Armor and Weapons projects, as well as Alien Biocybernetics.
Materials and Aerospace (Long War)
|
Research |
Credit type |
Prerequisites |
Cost |
Unlocks
|
|
|
|
|
|
Devices |
|
Research |
Foundry |
Loadout & Other |
Council Request
|
Alien Materials |
- |
-
|
4 |
4 |
10 |
1 |
- |
20
|
Elerium Advanced Aerospace Concepts UFO Analysis: (all) Alien Biocybernetics Improved Body Armor Gauss Weapons
|
Alien Nucleonics Alien Metallurgy Improved Salvage Enhanced Ballistics Aircraft Boosters
|
Alloy Plating Ammo - Shredder Ammo - Breaching Ammo Module Alloy Bipod Phoenix Cannon
|
Alien Alloys (Credits / Scientists / Engineers)
Elerium (Credits / Scientists / Engineers)
Meld (Credits / Scientists / Engineers)
|
Alien Weaponry |
Weapons |
-
|
- |
- |
5 |
- |
- |
20
|
Experimental Warfare Beam Lasers |
High-Capacity Pistols SHIV Advancements I
|
SCOPE Marksman's Scope |
Weapon Fragments (Engineers)
|
Experimental Warfare |
- |
Alien Weaponry Thin Man Interrogation
|
- |
- |
20 |
- |
- |
50
|
Advanced Aerospace Concepts Gauss Weapons |
Beam Strengthening New Combat Systems
|
Smartshell Pod Adaptive Tracking Pod (SHIV) |
-
|
Alien Computers |
- |
-
|
- |
- |
- |
- |
2 UFO Flight Computers |
30
|
Alien Power Systems Alien Biocybernetics All Robotic Autopsies |
-
|
Arc Rifle
Satellite Nexus (Facility) |
UFO Flight Computers (Engineers / Credits / Soldiers)
|
Advanced Aerospace Concepts |
Aerospace |
Alien Materials Experimental Warfare
|
10 |
- |
50 |
- |
- |
65
|
Alien Propulsion |
Armored Fighters Improved Avionics Penetrator Weapons |
- |
-
|
Elerium |
- |
Alien Materials Sectoid Interrogation Hyperwave Beacon (from Alien base assault)
|
- |
10 |
- |
- |
- |
10
|
Alien Power Systems Mobile Power Armor |
Jellied Elerium |
Elerium Turbos (SHIV) |
-
|
Alien Power Systems |
- |
Alien Computers Elerium
|
- |
20 |
- |
- |
6 UFO Power Sources |
100
|
Alien Propulsion Advanced Power Armor Pulse Lasers Light Plasma Weapons
|
Elerium Batteries UFO Tracking |
Elerium Generator (Facility) |
UFO Power Sources (Credits and Soldiers / Scientists / Engineers)
|
Alien Propulsion |
Aerospace |
Alien Power Systems Advanced Aerospace Concepts
|
10 |
20 |
20 |
- |
6 UFO Power Sources |
60
|
Antigrav Systems |
Elerium Afterburners |
Firestorm (Aerospace) |
-
|
Armor, MECs, and SHIVs
These research projects study the potential uses of Alien Alloys and Elerium, unlocking more advanced Body Armor, MEC Suits and SHIVs.
Armor, MECs, and SHIVs (Long War)
|
Research |
Credit type |
Prerequisites |
Cost |
Unlocks
|
|
|
|
|
|
|
Research |
Foundry |
Loadout |
Other
|
Improved Body Armor |
Armor |
Alien Materials
|
8 |
- |
- |
- |
40
|
Advanced Body Armor |
XCOM Security: Armor |
Phalanx Armor Aurora Armor Reinforced Plating Ammo - Piercing |
-
|
Advanced Body Armor |
Armor |
Improved Body Armor Chryssalid Autopsy
|
6 |
- |
- |
- |
50
|
Mobile Power Armor |
Mechanized Defenses |
Kestrel Armor Carapace Armor |
-
|
Mobile Power Armor |
Armor |
Advanced Body Armor Elerium
|
20 |
10 |
- |
- |
80
|
MEC Mark 2 Advanced Power Armor |
- |
Banshee Armor Aegis Armor |
-
|
MEC Mark 2 |
Armor |
Alien Biocybernetics Mobile Power Armor
|
10 |
40 |
70 |
10 |
75
|
MEC Mark 3: Light MEC Mark 3: Heavy |
- |
LMEC2 (Valiant) HMEC2 (Defender)
|
-
|
Advanced Power Armor |
Armor |
Mobile Power Armor Berserker Interrogation Alien Power Systems
|
20 |
80 |
- |
- |
180
|
MEC Mark 3: Light MEC Mark 3: Heavy Antigrav Systems Stealth Systems |
- |
Corsair Armor Titan Armor Walker Servos Core Armoring |
-
|
Antigrav Systems |
Aerospace |
Advanced Power Armor Heavy Floater Interrogation Alien Propulsion
|
5 |
20 |
- |
- |
100
|
- |
Advanced Flight |
Seraph Armor Archangel Armor The Thumper (MEC) |
Hover SHIV
|
Stealth Systems |
- |
Advanced Power Armor Alien Communications
|
- |
20 |
- |
- |
100
|
- |
Stealth Satellites |
Shadow Armor |
-
|
MEC Mark 3: Heavy |
Armor |
Advanced Power Armor Improved Combat Exoskeletons
|
120 |
10 |
180 |
5 |
90
|
- |
- |
HMEC3 (Dauntless) UHMEC3 (Devastator)
|
-
|
MEC Mark 3: Light |
Armor |
Advanced Power Armor Improved Combat Exoskeletons
|
20 |
80 |
180 |
5 |
90
|
- |
- |
LMEC3 (Vindicator) ULMEC3 (Vanguard)
|
-
|
Mind and Machine |
Psionics |
Alien Biocybernetics Alien Command and Control
|
10 |
15 |
- |
2 |
30
|
- |
- |
Vortex Armor |
-
|
Laser and Gauss Weapons
These research projects study the potential uses of Alien Alloys, Elerium and Weapon Fragments, unlocking more advanced handheld and vehicle weapons.
Laser and Gauss Weapons (Long War)
|
Research |
Credit type |
Prerequisites |
Cost |
Unlocks
|
|
|
|
|
|
|
Research |
Foundry |
Loadout |
Other
|
Beam Lasers |
Laser Weapons Weapons |
Alien Weaponry
|
4 |
- |
40 |
- |
35
|
Advanced Beam Lasers |
XCOM Security: Guns Enhanced Lasers
|
Laser Carbine Laser Rifle Laser Battle Rifle Laser SMG Laser Scattershot Laser Pistol Heater Laser Autocannon (SHIV) |
Laser Rifles (Council Request for Soldiers)
|
Advanced Beam Lasers |
Laser Weapons Weapons |
Beam Lasers Drone Autopsy
|
10 |
- |
60 |
- |
70
|
Pulse Lasers |
-
|
Laser Autorifle Scatter Gatler Laser Strike Rifle Laser Sniper Rifle Laser Lance (MEC) |
Laser Cannon (Aerospace)
|
Gauss Weapons |
Gauss Weapons Weapons |
Alien Materials Experimental Warfare
|
50 |
10 |
200 |
- |
80
|
Advanced Gauss Weapons |
Rail Pistols Phoenix Coilguns
|
Gauss Carbine Gauss Rifle Gauss Battle Rifle Gauss Alloy Cannon Gauss SMG Gauss Autopistol Grenade Launcher (MEC) Gauss Sentry Gun (SHIV) |
-
|
Advanced Gauss Weapons |
Gauss Weapons |
Gauss Weapons Floater Interrogation
|
30 |
10 |
60 |
- |
90
|
EMP Weapons |
Quenchguns |
Gauss Autorifle Guass Machine Gun Gauss Strike Rifle Gauss Long Rifle Recoilless Rifle Railgun (MEC) Proximity Mine Launcher (MEC) |
-
|
Pulse Lasers |
Laser Weapons Weapons |
Advanced Beam Lasers Alien Power Systems Cyberdisk Autopsy
|
10 |
50 |
200 |
- |
80
|
Advanced Pulse Lasers |
- |
Pulse Carbine Pulse Rifle Pulse Battle Rifle Pulse Scatter Blaster Pulse Pistol Pulse SMG Pulse Autocannon |
-
|
Advanced Pulse Lasers |
Laser Weapons Weapons |
Pulse Lasers
|
10 |
30 |
60 |
- |
90
|
EMP Weapons |
Supercapacitors |
Pulse Autoblaster Pulse Gatler Pulse Strike Rifle Pulse Sniper Rifle Pulse Lance (MEC) |
-
|
EMP Weapons |
Weapons |
Advanced Gauss Weapons
|
30 |
30 |
350 |
- |
350
|
- |
- |
Electropulse (MEC) |
EMP Cannon (Aerospace)
|
Plasma Weapons
When aliens die, the weapons they wield self-destruct. When aliens are captured with an Stun Rifle, their weapons remain intact, allowing then to be studied and retrofitted for human use.
Plasma Weapons (Long War)
|
Research |
Credit type |
Prerequisites |
Cost |
Unlocks
|
|
|
|
|
Alien Weapons |
|
Research |
Foundry |
Loadout |
Other
|
Compact Plasma Weapons |
Plasma Weapons Weapons |
Light Plasma Weapons
|
8 |
16 |
80 |
1 Pistol |
210
|
- |
Reflex Pistols |
Plasma Pistol Plasma Mauler |
Alien Pistols (Council Request for Soldiers / Scientists / Credits)
|
Light Plasma Weapons |
Plasma Weapons Weapons |
Muton Elite Interrogation Alien Power Systems Alien Biocybernetics
|
30 |
220 |
450 |
1 Carbine |
500
|
Compact Plasma Weapons Standard Plasma Weapons |
Condensed Plasma |
Plasma SMG Plasma Carbine |
Alien Carbines (Council Request for Soldiers / Scientists)
|
Standard Plasma Weapons |
Plasma Weapons Weapons |
Light Plasma Weapons
|
20 |
30 |
80 |
1 Rifle |
270
|
Heavy Plasma Weapons Precision Plasma Weapons Vehicular Plasma Weapons |
- |
Plasma Rifle Plasma Battle Rifle Plasma Reflex Cannon |
Alien Rifle (Council Request for Soldiers / Scientists)
|
Heavy Plasma Weapons |
Plasma Weapons Weapons |
Standard Plasma Weapons
|
20 |
35 |
80 |
1 Heavy Weapon |
270
|
Fusion Weapons |
- |
Plasma Novagun Plasma Dragon
Plasma Particle Cannon (MEC) |
Alien Heavy Weapon (Council Request for Soldiers / Engineers)
|
Precision Plasma Weapons |
Plasma Weapons Weapons |
Standard Plasma Weapons
|
20 |
35 |
80 |
- |
270
|
- |
- |
Plasma Strike Rifle Plasma Sniper Rifle |
-
|
Vehicular Plasma Weapons |
Plasma Weapons Weapons |
Standard Plasma Weapons
|
20 |
35 |
80 |
- |
270
|
- |
- |
Plasma Autocannon (SHIV) |
Plasma Cannon (Aerospace)
|
Fusion Weapons |
Weapons |
Heavy Plasma Weapons EMP Weapons
|
40 |
240 |
550 |
1 Fusion Core (not consumed) |
550
|
- |
- |
Blaster Launcher |
Fusion Lance (Aerospace)
|
Research Archives
Here you can view a list of and summaries of all completed research projects.
Gene Labs
Modify the genes of up to 2 soldiers with Meld to install Gene Mods.
More information on Gene Mods can be found here: Gene Mods
Research Credits
Various technologies will offer research credits that will speed up research and foundry projects in broad categories.
Each research credit reduces the time to complete research and foundry projects in it's category by 50% (80% if the "Ready For War" start bonus is active).