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	<updated>2026-05-01T04:42:14Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=57604</id>
		<title>Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=57604"/>
		<updated>2014-06-25T18:20:34Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: updated to beta 11&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Long War Banner.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the XCOM: Long War wiki, a part of UFOPaedia.org. [http://www.nexusmods.com/xcom/mods/88/? Long War] is a mod designed for [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] with the expansion [[XCOM: Enemy Within (EU2012)|XCOM: Enemy Within]] that introduces more than 700 changes, large and small, to the vanilla version of the game. It is harder and longer than the vanilla version but gives you many more tools to combat the alien threat.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Long War wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an account and editing the pages. Please use the Talk button to discuss any aspects of this wiki or use the Nexusmods forums if you want to discuss the mod with its creators. &lt;br /&gt;
&lt;br /&gt;
Or alternatively come chat on #longwarwiki on irc.esper.net! Connect with your IRC client of choice or via [https://www.esper.net/publicirc.php this link] - just pick a name and type &amp;quot;#longwarwiki&amp;quot; into the channel field.&lt;br /&gt;
&lt;br /&gt;
We are currently moving here all the info already present on [http://www.longwarwiki.com www.longwarwiki.com] to avoid having separate wikis. All information on this wiki relates to the latest version of Long War, which is currently &#039;&#039;&#039;Long War 3 Beta 11&#039;&#039;&#039;. It updated to Beta 11 as of 6/24/14 so expect some information to be out of date. To download Long War use this [http://www.nexusmods.com/xcom/mods/88/? link]. &lt;br /&gt;
&lt;br /&gt;
[[File:Long War Intro 1.png|400px|right]]&lt;br /&gt;
[[File:Long War Intro 2.png|400px|right]]&lt;br /&gt;
[[File:Long War Intro 3.png|400px|right]]&lt;br /&gt;
{{:Long War Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=57434</id>
		<title>Armor (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Armor_(Long_War)&amp;diff=57434"/>
		<updated>2014-06-22T03:48:01Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: updated Seraphim armor stats, still need mod to engineer amounts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! rowspan=&amp;quot;2&amp;quot; | Health !! rowspan=&amp;quot;2&amp;quot; | Mobility !! rowspan=&amp;quot;2&amp;quot; | Defense !! rowspan=&amp;quot;2&amp;quot; | Will !! rowspan=&amp;quot;2&amp;quot; | Special !! colspan=&amp;quot;5&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Research || Engineers || § || [[Alien Alloys (EU2012)|A]] || [[Elerium (EU2012)|E]] || [[Meld (EU2012)|M]] || Days&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Vest||None|| N/A||1||3||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Tac Armor||None|| N/A||2||1||0||0|| - ||colspan=&amp;quot;6&amp;quot; | N/A&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Phalanx Armor||Improved Body Armor||14||3||2||0||0|| - ||85||10||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Kestrel Armor||Advanced Body Armor||20||2||3||5||0||Grapple||100||8||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Carapace Armor||Advanced Body Armor||22||5||1||0||0|| - ||120||15||0||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Banshee Armor||Mobile Power Armor||32||3||4||15||0||Grapple||150||15||8||0||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aegis Armor||Mobile Power Armor||28||7||2||0||0|| - ||200||20||5||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Corsair Armor||Advanced Power Armor||45||6||3||10||0||Grapple||350||25||15||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Titan Armor||Advanced Power Armor||45||10||0||0||0|| Poison/Fire||400||30||10||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Seraphim Armor||Antigrav Systems||55||5||4||15||0|| Fly||350||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Archangel Armor||Antigrav Systems||60||8||1||10||0|| Fly/Poison/Fire||200||20||25||0||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Shadow Armor||Stealth Systems||70||4||2||20||0||Grapple/Ghost*||600||40||10||50||14&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Aurora Armor ||Advanced Body Armor||25||4||2||10||10|| - ||150||15||50||5||10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Vortex Armor||Mind and Machine||80||8||2||10||20|| - ||1000||50||10||40||14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Shadow Armor also reduces the amount of small item slots by one.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=57433</id>
		<title>Second Wave (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=57433"/>
		<updated>2014-06-22T03:39:15Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: updated with beta 10 information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Long War, all Second Wave options are available from the start.&lt;br /&gt;
&lt;br /&gt;
* Damage Roulette: Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting.&lt;br /&gt;
* New Economy: Same as in Long War EU.&lt;br /&gt;
* Strict Screening: Replacement for Not Created Equally. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
* World Diversity: Replacement for Hidden Potential. By default soldier stats on Level Up are not randomized, but if this option is selected they will be. It will also allow for unbalanced starting solder stats (some soldiers will have more &amp;quot;points&amp;quot; at creation). If both Strict Screening and World Diversity are selected they &amp;quot;cancel&amp;quot; in terms of starting soldier stats.&lt;br /&gt;
* Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized).&lt;br /&gt;
* Save Scum: Unchanged from Vanilla EW&lt;br /&gt;
* Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have &amp;quot;infinite&amp;quot; will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health&lt;br /&gt;
* Absolutely Critical: Unchanged from Vanilla EW&lt;br /&gt;
* Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.&lt;br /&gt;
* Not-so-Long War: Replaces Marathon. Generates fewer missions per month and reduces requirements for various things to compensate.&lt;br /&gt;
* Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.&lt;br /&gt;
* Cinematic Mode: All soldiers, SHIVs and interceptors get +15 to hit in all cases.&lt;br /&gt;
* Diminishing Returns: Unchanged from Vanilla EW&lt;br /&gt;
* More Than Human: Chance to successful training a psionic power is reduced. Failing to train still does not prevent further attempts.&lt;br /&gt;
* Itchy Trigger Tentacle: Unchanged from Vanilla EW&lt;br /&gt;
* War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale&lt;br /&gt;
* E-299: Renamed to be more consistent with chemical notation. Rate of Elerium decay reduced to match Long War timescale.&lt;br /&gt;
* Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.&lt;br /&gt;
* Alternate Sources: Increased power requirement. Values adjusted for Long War.&lt;br /&gt;
* Aiming Angles: Unchanged from Vanilla EW&lt;br /&gt;
* Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=57432</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=57432"/>
		<updated>2014-06-22T03:36:38Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: updated with beta 10 information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs are tougher, faster, and much more deadly in the Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You&#039;ll be needing to cycle your craft regularly (like your soldiers), as kills now grant a sort of XP to accuracy, as if your pilots learn UFO flight patterns and movements, and learn to fire with increasing accuracy with their experience. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit).&lt;br /&gt;
&lt;br /&gt;
The LW mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight.&lt;br /&gt;
&lt;br /&gt;
For starters, the Avalanche Missiles, on your fresh pilots, now have an abysmal 40% accuracy. While it is possible to still down the first Scout with one Interceptor, this is incredibly unlikely, and most likely it will take two, or even three interceptions to bring down these upgraded craft.&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes. The altitude is a clue of what mission the UFO is going on. In Beta 9, the altitudes are &amp;quot;Very High,&amp;quot; &amp;quot;High&amp;quot; and &amp;quot;Low.&amp;quot; In Beta 10, this will changes to &amp;quot;High,&amp;quot; &amp;quot;Low,&amp;quot; and &amp;quot;NOE,&amp;quot; the last meaning &amp;quot;Nap of the Earth.&amp;quot; UFOs flying at the lowest altitude are most likely to land or generate an abduction or terror mission. UFOs at the highest altitude are most likely to be hunting satellites.&lt;br /&gt;
&lt;br /&gt;
You may now also set a combat stance for your interceptors as they launch on a mission. Aggressive gives +15% to hit for both you and the UFO; balanced plays out like normal, and Defensive gives -15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive and you may not use the auto-hit consumable when defensive.&lt;br /&gt;
&lt;br /&gt;
It seems that a low-flying UFO&#039;s inital flight vector is [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|randomly generated]] when it&#039;s event marker date arrives (ie: the &amp;quot;Intel reports heavy UFO activity over &amp;lt;Country&amp;gt;&amp;quot; notices), and that in actuality, satellite coverage just &#039;unlocks&#039; the capacity to &#039;&#039;see&#039;&#039; it. What you may find is that if these UFOs cross over a satellite covered country, you may have a narrow window in which to intercept them, even if their desitination country is uncovered. So, on the exception to the previous paragraph: Abductors, for example, may automatically trigger an Abduction Mission if they land in an uncovered country, since your satellite won&#039;t be there to catch it landing.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=57431</id>
		<title>Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Long_War&amp;diff=57431"/>
		<updated>2014-06-22T03:27:40Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: added a not that some information out of date do to beta 10 release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:Long War Banner.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welcome to the XCOM: Long War wiki, a part of UFOPaedia.org. [http://www.nexusmods.com/xcom/mods/88/? Long War] is a mod designed for [[Enemy Unknown (2012)|XCOM: Enemy Unknown]] with the expansion [[XCOM: Enemy Within (EU2012)|XCOM: Enemy Within]] that introduces more than 700 changes, large and small, to the vanilla version of the game. It is harder and longer than the vanilla version but gives you many more tools to combat the alien threat.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Long War wiki is meant to explain the main changes introduced by the mod to the game and it is a work in progress - everyone can contribute by creating an account and editing the pages. Please use the Talk button to discuss any aspects of this wiki or use the Nexusmods forums if you want to discuss the mod with its creators. &lt;br /&gt;
&lt;br /&gt;
Or alternatively come chat on #longwarwiki on irc.esper.net! Connect with your IRC client of choice or via [https://www.esper.net/publicirc.php this link] - just pick a name and type &amp;quot;#longwarwiki&amp;quot; into the channel field.&lt;br /&gt;
&lt;br /&gt;
We are currently moving here all the info already present on [http://www.longwarwiki.com www.longwarwiki.com] to avoid having separate wikis. All information on this wiki relates to the latest version of Long War, which is currently &#039;&#039;&#039;Long War 3 Beta 10&#039;&#039;&#039;. It updated to Beta 10 as of 6/21/14 so expect some information to be out of date. To download Long War use this [http://www.nexusmods.com/xcom/mods/88/? link]. &lt;br /&gt;
&lt;br /&gt;
[[File:Long War Intro 1.png|400px|right]]&lt;br /&gt;
[[File:Long War Intro 2.png|400px|right]]&lt;br /&gt;
[[File:Long War Intro 3.png|400px|right]]&lt;br /&gt;
{{:Long War Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=57430</id>
		<title>Second Wave (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Second_Wave_(Long_War)&amp;diff=57430"/>
		<updated>2014-06-22T03:25:45Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: Slapped stub on for beta 10 release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
In Long War, all Second Wave options are available from the start.&lt;br /&gt;
&lt;br /&gt;
* Damage Roulette: Same damage algorithm as in Long War EU. Displayed damage on item cards will correctly reflect this setting.&lt;br /&gt;
* New Economy: Same as in Long War EU.&lt;br /&gt;
* Strict Screening: Replacement for Not Created Equally. By default soldiers will have randomized but balanced starting stats. Selecting this option will revert to fixed starting stats for all soldiers.&lt;br /&gt;
* World Diversity: Replacement for Hidden Potential. By default soldier stats on Level Up are not randomized, but if this option is selected they will be. It will also allow for unbalanced starting solder stats (some soldiers will have more &amp;quot;points&amp;quot; at creation). If both Strict Screening and World Diversity are selected they &amp;quot;cancel&amp;quot; in terms of starting soldier stats.&lt;br /&gt;
* Training Roulette: Soldier perks are randomized. This may include some MEC perks. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized).&lt;br /&gt;
* Save Scum: Unchanged from Vanilla EW&lt;br /&gt;
* Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected. Aim and Mobility penalty scales linearly with damage taken. High Will stat can reduce the effect. Robotic units have &amp;quot;infinite&amp;quot; will for this purpose, and so will not have aim/mobility penalties until they drop below 50% health&lt;br /&gt;
* Absolutely Critical: Unchanged from Vanilla EW&lt;br /&gt;
* Liberation: Replaces Psionic Interrogation (requirements for psionics are completely changed). New SW option requires that all countries be re-taken prior to launching the final mission.&lt;br /&gt;
* Not-so-Long War: Replaces Marathon. Generates fewer missions per month and reduces requirements for various things to compensate.&lt;br /&gt;
* Results Driven: Income varies with panic level, and the formula has been adjusted to be based on the new 100 point panic scale.&lt;br /&gt;
* High Stakes: Abduction cash rewards are randomized (between §50 and §150) instead of fixed (but can still be only cash)&lt;br /&gt;
* Diminishing Returns: Unchanged from Vanilla EW&lt;br /&gt;
* More Than Human: Chance to successful training a psionic power is reduced. Failing to train still does not prevent further attempts.&lt;br /&gt;
* Itchy Trigger Tentacle: Unchanged from Vanilla EW&lt;br /&gt;
* War Weariness: Funding reduced over time. Rate of funding reduction slowed to match Long War timescale&lt;br /&gt;
* E-299: Renamed to be more consistent with chemical notation. Rate of Elerium decay reduced to match Long War timescale.&lt;br /&gt;
* Total Loss: By default soldiers that are MIA (either mission failed or soldier was left behind on abort) have a 50% chance to have their gear recovered, and dead soldiers on successful missions always have their gear recovered. Total loss results in equipment loss for all dead soldiers and all MIA soldiers.&lt;br /&gt;
* Alternate Sources: Increased power requirement. Values adjusted for Long War.&lt;br /&gt;
* Aiming Angles: Unchanged from Vanilla EW&lt;br /&gt;
* Mind Hates Matter: By default only the Neural Damping genemod is prohibited to psionic soldiers. With this option all genemods are prohibited to psionic soldiers&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57429</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57429"/>
		<updated>2014-06-22T03:24:29Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: Slapped stub on for beta 10 release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which has the same effect as vanilla of making Medikit items usable 3 times.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows 3 uses of Medikit items.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=57428</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=57428"/>
		<updated>2014-06-22T03:23:46Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: Slapped Stub on for beta 10 release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much more deadly in the Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You&#039;ll be needing to cycle your craft regularly (like your soldiers), as kills now grant a sort of XP to accuracy, as if your pilots learn UFO flight patterns and movements, and learn to fire with increasing accuracy with their experience.&lt;br /&gt;
&lt;br /&gt;
The LW mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight.&lt;br /&gt;
&lt;br /&gt;
For starters, the Avalanche Missiles, on your fresh pilots, now have an abysmal 40% accuracy. While it is possible to still down the first Scout with one Interceptor, this is incredibly unlikely, and most likely it will take two, or even three interceptions to bring down these upgraded craft.&lt;br /&gt;
&lt;br /&gt;
UFOs can fly at three altitudes. The altitude is a clue of what mission the UFO is going on. In Beta 9, the altitudes are &amp;quot;Very High,&amp;quot; &amp;quot;High&amp;quot; and &amp;quot;Low.&amp;quot; In Beta 10, this will changes to &amp;quot;High,&amp;quot; &amp;quot;Low,&amp;quot; and &amp;quot;NOE,&amp;quot; the last meaning &amp;quot;Nap of the Earth.&amp;quot; UFOs flying at the lowest altitude are most likely to land or generate an abduction or terror mission. UFOs at the highest altitude are most likely to be hunting satellites.&lt;br /&gt;
&lt;br /&gt;
It seems that a low-flying UFO&#039;s inital flight vector is [[Survival_Guide_(EU2012)#The_RNG.2C_Save_Scumming.2C_and_You|randomly generated]] when it&#039;s event marker date arrives (ie: the &amp;quot;Intel reports heavy UFO activity over &amp;lt;Country&amp;gt;&amp;quot; notices), and that in actuality, satellite coverage just &#039;unlocks&#039; the capacity to &#039;&#039;see&#039;&#039; it. What you may find is that if these UFOs cross over a satellite covered country, you may have a narrow window in which to intercept them, even if their desitination country is uncovered. So, on the exception to the previous paragraph: Abductors, for example, may automatically trigger an Abduction Mission if they land in an uncovered country, since your satellite won&#039;t be there to catch it landing.&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57411</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57411"/>
		<updated>2014-06-20T17:57:02Z</updated>

		<summary type="html">&lt;p&gt;PossumFlavored: Fixed information error, armor cannot be destroyed or damaged. Confirmed by JonnyLump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small:&lt;br /&gt;
*Scout: Durability: Low. Armor: none. You can... somewhat... reliably take these 1 on 1.&lt;br /&gt;
*Fighter: Durability: low. Armor: light. Use Stingray Missiles.&lt;br /&gt;
&lt;br /&gt;
Medium:&lt;br /&gt;
*Raider: Durability: Moderate. Armor: Very light&lt;br /&gt;
*Destroyer: Durability: Moderate. Armor: Moderate. Minimum 5-6 Stingray equipped fighters advised ready for combat when engaging. Higher technology level weapons strongly recommended.&lt;br /&gt;
&lt;br /&gt;
Large:&lt;br /&gt;
*Abductor: You won&#039;t be able to take these on any time early on. You&#039;ll need some experienced pilots in souped-up jets to have a chance. The hardest part is trying to catch them with multiple ships before they land (which immedialtey leads to an Abduction Mission.&lt;br /&gt;
*Supply Barge: One is likely to appear in March, just to show you how far the Alien horde outguns you in the sky.&lt;br /&gt;
&lt;br /&gt;
Very Large: &lt;br /&gt;
*Battleship: Hell no.&lt;/div&gt;</summary>
		<author><name>PossumFlavored</name></author>
	</entry>
</feed>