연구실 (롱 워 리밸런스)
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The Research Lab houses the research team, headed by Dr. Vahlen.
Options:
- Start New Research Project.
- Change Research Project. If necessary, this can be done at any time. The progress achieved in the current project won't be lost.
- Access Research Archives. Here you can see information about projects that have already been completed.
- Review Research Credits. View the research credits gained from completed interrogations.
- Visit the Gene Lab. This option becomes available after the construction of a Genetics Lab. A maximum of three soldiers can be sent to genetic modification. See Genetics Lab (Long War).
New in Long War
While research in Long War works similar to how it works in Vanilla, there are some notable changes:
- New research projects have been added, expanding the research tree.
- The time required to research a project has been increased.
- Autopsies now require and consume more than one corpse. For example, Sectoid Autopsy requires and consumes 10 Sectoid Corpses.
- Autopsies now require other research projects before they can be started. For example, Xenobiology is required to perform Sectoid Autopsy.
- Interrogations now require the autopsy project for the same species. For example, Sectoid Autopsy is required to perform Sectoid Interrogation.
- Most Psi Powers now require specific research projects before they can be learned. For example, Sectoid Interrogation is required to learn Mind Fray.
- 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.
- UFOs that have been successfully assaulted can now be analyzed, providing your ships with a damage bonus against these UFOs.
- 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.
- South America's continent bonus no longer makes autopsies and interrogations instantaneous. It instead affects the cost to build and maintain power generators.
Research Speed
The duration listed for all research projects is the duration for 30 scientists with no Laboratories, adjacency bonus or research credits.
- 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.
- 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.
- Each Laboratories additively increases the effectiveness of your scientists by 20%.
- Each adjacency links between Laboratories, the Genetics Lab and the Psionic Labs additively increases the effectiveness of your scientists by 10%.
- Interrogations provide research credits, which lower the research time of all research projects and foundry projects that match the credit type by 25%.
- Expertise (Brazil's starting bonus) increases research credit bonuses by 15% (multiplicatively) for a total of 36% research time reduction.
- FORMULA: finalTime = baseTime * (30 / (scientists * labBonus)) * creditBonus * brazilExpertiseBonus, with creditBonus = 0.75, brazilExpertiseBonus = 0.85
Analysis Projects
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.
Items in the "Unlocks" columns that are listed in italic and gray 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.
- Exception: Alien Operations only require a single interrogation in addition to Xenopsionics.
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 | 10 Sectoids | 4 | Sectoid Commander Autopsy Mechtoid Autopsy Sectoid Interrogation Xenopsionics |
- | - | Smart Macrophages (Gene Mod) |
- |
Thin Man Autopsy | Xenobiology | 10 Thin Men | 6 | Thin Man Interrogation | Improved Medikit | Chem Grenade Restorative Mist (MEC) |
Muscle Fiber Density (Gene Mod) |
Thin Man Corpses (Soldiers / Scientists / Engineers) |
Floater Autopsy | Alien Biocybernetics | 10 Floaters | 5 | Heavy Floater Autopsy Floater Interrogation |
Shaped Armor | Kinetic Strike Module (MEC) |
Uplink Targeting (Aim) Module (Aerospace) Flak Ammo |
Floater Corpses (Soldiers / Engineers) |
Muton Autopsy | Xenobiology | 10 Mutons | 8 | Muton Elite Autopsy Berserker Autopsy Muton Interrogation |
Ammo Conservation Alien Grenades |
- | Adrenal Neurosympathy (Gene Mod) |
Muton Corpses (Soldiers / Scientists / Engineers) |
Berserker Autopsy | Muton Autopsy Xenoneurology |
5 Berserkers | 10 | Berserker Interrogation | MEC Close Combat | Combat Stims | Neural Damping (Gene Mod) |
Berserker Corpses (Soldiers / Credits / Scientists) |
Sectoid Commander Autopsy | Sectoid Autopsy Xenogenetics |
5 Sectoid Commanders | 35 | Sectoid Commander Interrogation | - | Mind Shield | Mind Merge (Psi Power) |
Sectoid Commander Corpses (Soldiers / Scientists) Alien Entertainment (Panic Reduction) |
Heavy Floater Autopsy | Floater Autopsy | 5 Heavy Floaters | 10 | Heavy Floater Interrogation | Advanced Repair | Damage Control Pod (SHIV) |
- | Heavy Floater Corpses (Soldiers / Scientists / Engineers) |
Muton Elite Autopsy | Muton Autopsy | 5 Muton Elites | 10 | Muton Elite Interrogation | Tactical Rigging | - | Secondary Heart (Gene Mod) |
Muton Elite Corpses (Soldiers / Scientists) |
Ethereal Autopsy | Xenopsionics | 3 Ethereals | 50 | Ethereal Interrogation | - | - | Telekinetic Field (Psi Power) |
Ethereal Corpses (Soldiers and maybe Scientists) |
Drone Autopsy | Alien Computers | 5 Drones | 3 | - | Field Repairs | Holo-Targeter (MEC/SHIV) |
- | Drone Wrecks (Engineers) |
Seeker Autopsy | Alien Computers | 5 Seekers | 6 | - | UFO Countermeasures | Respirator Implant Chameleon Suit Shadow Device |
Bioelectric Skin (Gene Mod) |
Seeker Wrecks (Engineers / Credits) |
Chryssalid Autopsy | Xenogenetics | 5 Chryssalids | 9 | - | - | Chitin Plating | Adaptive Bone Marrow (Gene Mod) |
Chryssalid Carcasses (Credits / Scientists) |
Cyberdisc Autopsy | Alien Biocybernetics | 3 Cyberdiscs | 7 | - | Sentinel Drone | Autosentry Turret (SHIV) |
Iron Skin (Gene Mod) Defensive Matrix (Dodge) Module (Aerospace) |
Cyberdisc Wrecks (Credits and Soldiers / Engineers) |
Mechtoid Autopsy | Sectoid Autopsy Alien Biocybernetics |
3 Mechtoids | 18 | - | Advanced Servomotors | Psi Screen Tactical Sensors (MEC) |
- | Mechtoid Cores (Soldiers / Scientists and Engineers) |
Sectopod Autopsy | Alien Computers | 3 Sectopods | 25 | - | - | Battle Computer (MEC/SHIV) Weapon Supercooler (SHIV) |
- | Sectopod Wrecks (Credits and Engineers) |
Alien Interrogations
Alien captives that have been captured with an Arc Thrower 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 | 9 | Alien Operations | Psi Inspiration (Psi Power) |
Sectoid Captive (Soldiers / Scientists) |
Cybernetics: Xenogenetics Alien Biocybernetics |
Cybernetics: Advanced Repair Advanced Servomotors Advanced Surgery Drone Capture Improved Medikit Jellied Elerium MEC Close Combat MEC Warfare Systems |
Thin Man Interrogation | Thin Man Autopsy | 1 Thin Man | 10 | Alien Operations | Regen Biofield (Psi Power) |
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 | 9 | Alien Operations | - | 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 | 14 | Alien Operations | Distortion Field (Psi Power) |
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 | 20 | Alien Operations | Psi Panic (Psi Power) |
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 | 35 | Alien Operations | Psychokinetic Strike (Psi Power) |
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 | 18 | Alien Operations | - | 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 | 25 | Alien Operations | Pyrokinesis (Psi Power) |
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 | 50 | Alien Operations Alien Command and Control |
Mind Control (Psi Power) Rift (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 10% 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 |
3 | 10% Bonus Damage to Scouts Salvage 20% more alloys and elerium from Scouts |
UFO Analysis: Fighter | Aerospace | Alien Materials | Fighter Crash Site mission completed |
3 | 10% Bonus Damage to Fighters Salvage 20% more alloys and elerium from Fighters |
UFO Analysis: Raider | Aerospace | Alien Materials | Raider Crash Site or Raider Landing Site mission completed |
4 | 10% Bonus Damage to Raiders Salvage 20% more alloys and elerium from Raiders |
UFO Analysis: Destroyer | Aerospace | Alien Materials | Destroyer Crash Site mission completed |
4 | 10% Bonus Damage to Destroyers Salvage 20% more alloys and elerium from Destroyers |
UFO Analysis: Abductor | Aerospace | Alien Materials | Abductor Crash Site or Abductor Landing Site mission completed |
5 | 10% Bonus Damage to Abductors Salvage 20% more alloys and elerium from Abductors |
UFO Analysis: Harvester | Aerospace | Alien Materials | Harvester Crash Site or Harvester Landing Site mission completed |
5 | 10% Bonus Damage to Harvesters Salvage 20% more alloys and elerium from Harvesters |
UFO Analysis: Transport | Aerospace | Alien Materials | Transport Crash Site or Transport Landing Site mission completed |
6 | 10% Bonus Damage to Transports Salvage 20% more alloys and elerium from Transports |
UFO Analysis: Terror Ship | Aerospace | Alien Materials | Terror Ship Crash Site or Terror Ship Landing Site mission completed |
6 | 10% Bonus Damage to Terror Ships Salvage 20% 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 |
7 | 10% Bonus Damage to Assault Carriers Salvage 20% more alloys and elerium from Assault Carriers |
UFO Analysis: Battleship | Aerospace | Alien Materials | Battleship Crash Site mission completed |
7 | 10% Bonus Damage to Battleships Salvage 20% more alloys and elerium from Battleships |
UFO Analysis: Overseer | Aerospace | Alien Materials | Overseer Crash Site mission completed |
7 | 10% Bonus Damage to Overseers Salvage 20% 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 | 6 | Xenoneurology Xenogenetics Sectoid Autopsy Thin Man Autopsy Muton Autopsy |
Alien Containment | Targeting Module | Sectoid Corpses (Council Request for Scientists) |
Xenoneurology | - | Xenobiology | - | - | - | 10 | - | 10 Sectoids | 8 | Xenopsionics Alien Communications Berserker Autopsy |
- | Arc Thrower Arc Rifle |
- |
Xenogenetics | Cybernetics | Xenobiology | - | - | - | - | 20 | - | 10 | Xenopsionics Alien Biocybernetics Sectoid Commander Autopsy Chryssalid Autopsy |
Genetics Lab | - | Depth Perception (Gene Mod) Hyper-Reactive Pupils (Gene Mod) |
Xenopsionics | Psionics | Xenoneurology Xenogenetics Sectoid Autopsy |
- | - | - | - | 15 | - | 14 | Alien Operations Ethereal Autopsy |
Psionic Labs | Aurora Armor | Mindfray (Psi Power) Neural Feedback (Psi Power) Psi Warfare Systems (Foundry Project) |
Alien Operations | Psionics | Xenopsionics any interrogation |
Outsider Shard | - | - | - | - | - | 20 | - | - | - | Skeleton Key |
Alien Biocybernetics | Cybernetics | Xenogenetics Alien Materials Alien Computers |
- | 5 | 30 | 50 | 40 | - | 25 | Floater Autopsy Cyberdisc Autopsy Mechtoid Autopsy Mind and Machine Plasma Weapons Improved Combat Exoskeletons |
Neural Gunlink MEC-1 Paladin |
Advanced Surgery (Foundry Project) MEC Warfare Systems (Foundry Project) | |
Alien Communications | - | Xenoneurology | Alien Base Assault mission completed |
- | 100 | - | - | - | 60 | Stealth Systems | Hyperwave Relay | Mimic Beacon | - |
Alien Command and Control | Psionics | Ethereal Interrogation | Ethereal Device | - | 100 | - | - | - | 150 | 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 | - | 6 | Elerium Advanced Aerospace Concepts UFO Analysis: (all) Alien Biocybernetics Improved Body Armor Gauss Weapons |
Alien Metallurgy Improved Salvage Enhanced Ballistics Aircraft Boosters |
Alloy Plating Breaching Ammo Shredder Ammo Alloy Bipod Phoenix Cannon HEAT Ammo (SHIV) |
Alien Alloys (Credits / Scientists / Engineers) Elerium (Credits / Scientists / Engineers) Meld (Credits / Scientists / Engineers) |
Alien Weaponry | Weapons | - | - | - | 5 | - | - | 6 | Experimental Warfare Beam Lasers Plasma Weapons |
Mag Pistols SHIV Suppression |
SCOPE Marksman's Scope |
Weapon Fragments (Engineers) |
Experimental Warfare | - | Alien Weaponry | - | - | 20 | - | - | 8 | Advanced Aerospace Concepts Gauss Weapons |
SCOPE Upgrade New Combat Systems |
Smartshell Pod (SHIV) Adaptive Tracking Pod (SHIV) |
- |
Alien Computers | - | - | - | - | - | - | 4 UFO Flight Computers |
10 | Alien Power Systems Drone Autopsy Seeker Autopsy Sectopod Autopsy Alien Biocybernetics |
- | Satellite Nexus (Facility) |
UFO Flight Computers (Engineers / Credits / Soldiers) |
Advanced Aerospace Concepts | Aerospace | Alien Materials Experimental Warfare |
10 | - | 50 | - | - | 22 | Alien Propulsion | Super Skyranger Armored Fighters Improved Avionics Penetrator Weapons Wingtip Sparrowhawks UFO Scanners |
- | - |
Elerium | - | Alien Materials | - | 60 | - | - | - | 30 | Alien Power Systems Mobile Power Armor |
Jellied Elerium | Elerium Turbos (SHIV) |
- |
Alien Power Systems | - | Alien Computers Elerium |
- | 60 | - | - | 6 UFO Power Sources |
40 | Alien Propulsion Advanced Power Armor Pulse Lasers Plasma Weapons |
Alien Nucleonics Improved Arc Thrower UFO Tracking |
Elerium Generator (Facility) |
UFO Power Sources (Credits and Soldiers / Scientists / Engineers) |
Alien Propulsion | Aerospace | Alien Power Systems Advanced Aerospace Concepts |
20 | 100 | 160 | - | 6 UFO Power Sources |
92 | 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 | - | - | - | 8 | Advanced Body Armor | Security Training: Armor | Phalanx Armor Aurora Armor Reinforced Armor Armor Piercing Ammo |
Alloy SHIV | |
Advanced Body Armor | Armor | Improved Body Armor | 12 | - | - | - | 20 | Mobile Power Armor | Mechanized Unit Defenses | Kestrel Armor Carapace Armor |
- | |
Mobile Power Armor | Armor | Advanced Body Armor Elerium |
20 | 20 | - | - | 40 | Improved Combat Exoskeletons Advanced Power Armor |
- | Banshee Armor Aegis Armor Impact Vest |
- | |
Improved Combat Exoskeletons | Armor | Mobile Power Armor Alien Biocybernetics |
10 | 100 | 50 | 10 | 50 | Mobile Combat Exoskeletons Heavy Combat Exoskeletons |
- | MEC-2 Defender MEC-3 Valiant |
- | |
Advanced Power Armor | Armor | Mobile Power Armor Alien Power Systems |
20 | 40 | - | - | 68 | Mobile Combat Exoskeletons Heavy Combat Exoskeletons Antigrav Systems Stealth Systems |
- | Corsair Armor Titan Armor Walker Servos |
- | |
Antigrav Systems | Aerospace | Advanced Power Armor Alien Propulsion |
5 | 100 | - | - | 70 | - | Advanced Flight | Seraph Armor Archangel Armor Fuel Cell The Thumper (MEC) |
Hover SHIV | |
Stealth Systems | - | Advanced Power Armor Alien Communications |
30 | 100 | - | - | 80 | - | Stealth Satellites | Shadow Armor | - | |
Heavy Combat Exoskeletons | Armor | Advanced Power Armor Improved Combat Exoskeletons |
20 | 75 | 50 | 10 | 90 | - | - | MEC-4 Dauntless MEC-5 Devastator |
- | |
Mobile Combat Exoskeletons | Armor | Advanced Power Armor Improved Combat Exoskeletons |
15 | 100 | 50 | 10 | 90 | - | - | MEC-6 Vanguard MEC-7 Vindicator |
- | |
Mind and Machine | Psionics | Alien Biocybernetics Alien Command and Control |
20 | 100 | - | 5 | 150 | - | - | 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 | 10 | - | 40 | - | 8 | Advanced Beam Lasers | Security Training: Weapons | Laser Shatterray Laser Carbine Laser Rifle Autolaser Gatling Laser Laser Pistol Heater |
Laser Rifles (Council Request for Soldiers) |
Advanced Beam Lasers | Laser Weapons Weapons |
Beam Lasers | 10 | - | 50 | - | 14 | Pulse Lasers | Enhanced Lasers | Heavy Laser Rifle Scatter Laser Laser Strike Rifle Laser Sniper Rifle Laser Lance (MEC) Superheavy Laser (SHIV) |
Laser Cannon (Aerospace) |
Gauss Weapons | Gauss Weapons Weapons |
Alien Materials Experimental Warfare |
20 | 10 | 80 | - | 32 | Advanced Gauss Weapons | Rail Pistols Phoenix Coilguns |
Gauss Stuttergun Gauss Carbine Gauss Rifle Gauss Autorifle Gauss Machine Gun Gauss Autopistol Grenade Launcher (MEC) Sentry Gun (SHIV) |
- |
Advanced Gauss Weapons | Gauss Weapons Weapons |
Gauss Weapons | 20 | 10 | 100 | - | 38 | Electromagnetic Pulse (EMP) Weapons | Quenchguns | Heavy Gauss Rifle Alloy Cannon Alloy Strike Rifle Gauss Long Rifle Recoilless Rifle Railgun (MEC) Proximity Mine Launcher (MEC) |
- |
Pulse Lasers | Laser Weapons Weapons |
Advanced Beam Lasers Alien Power Systems |
20 | 40 | 125 | - | 60 | Advanced Pulse Lasers | - | Pulse Stengun Pulse Carbine Pulse Rifle Pulse Autoblaster Gatling Pulser Blaster Superheavy Pulser (SHIV) |
- |
Advanced Pulse Lasers | Laser Weapons Weapons |
Pulse Lasers | 20 | 40 | 150 | - | 65 | EMP Weapons | Supercapacitors | Heavy Pulse Rifle Scatter Blaster Blaster Rifle Pulse Sniper Rifle Pulse Lance (MEC) |
- |
EMP Weapons | Weapons | Advanced Gauss Weapons Advanced Pulse Lasers |
- | 200 | 300 | 40 | 95 | Fusion Weapons | Drone Capture | Electropulse (MEC) | EMP Cannon (Aerospace) |
Plasma Weapons
When aliens die, the weapons they wield self-destruct. When aliens are captured with an Arc Thrower, 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 |
Plasma Weapons | 10 | 40 | 150 | 2 Pistols | 50 | - | Reflex Pistols | Plasma Pistol Plasma Mauler |
Alien Pistols (Council Request for Soldiers / Scientists / Credits) |
Plasma Weapons | Plasma Weapons Weapons |
Alien Weaponry Alien Power Systems Alien Biocybernetics |
20 | 60 | 175 | 5 Carbines | 75 | Advanced Plasma Weapons Compact Plasma Weapons |
- | Plasma Stormgun Plasma Carbine |
Alien Carbines (Council Request for Soldiers / Scientists) |
Advanced Plasma Weapons | Plasma Weapons Weapons |
Plasma Weapons | 20 | 80 | 200 | 3 Rifles | 90 | Heavy Plasma Weapons Precision Plasma Weapons Vehicular Plasma Weapons |
- | Plasma Rifle Plasma Novagun Reflex Cannon |
Alien Rifle (Council Request for Soldiers / Scientists) |
Heavy Plasma Weapons | Plasma Weapons Weapons |
Advanced Plasma Weapons | 20 | 90 | 200 | 2 Heavy Weapons | 90 | Fusion Weapons | - | Heavy Plasma Rifle Plasma Dragon Particle Cannon (MEC) |
Alien Heavy Weapon (Council Request for Soldiers / Engineers) |
Precision Plasma Weapons | Plasma Weapons Weapons |
Advanced Plasma Weapons | 20 | 90 | 200 | - | 90 | - | Enhanced Plasma | Reflex Rifle Plasma Sniper Rifle |
- |
Vehicular Plasma Weapons | Plasma Weapons Weapons |
Advanced Plasma Weapons | 20 | 90 | 200 | - | 90 | - | - | Superheavy Plasma (SHIV) |
Plasma Cannon (Aerospace) |
Fusion Weapons | Weapons | Heavy Plasma Weapons EMP Weapons |
40 | 200 | 300 | 1 Fusion Core (not consumed) |
120 | - | - | Blaster Launcher | Fusion Lance (Aerospace) |
See also
Long War: XCOM Facilities | |||||||||||||||||
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