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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SlothdemonZ</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T18:05:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=57214</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=57214"/>
		<updated>2014-06-14T23:43:51Z</updated>

		<summary type="html">&lt;p&gt;SlothdemonZ: /* UFO Landing Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
==Standard Missions==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
Abductions are heavily modified in the Long War: no longer the Panic-fest (that distinction now goes to random events of public UFO sightings in uncovered-- thus, uninterceptable-- Countries), the aliens will start with only one target country at a time, with Council rewards always being credits.&lt;br /&gt;
These missions appear randomly each month. Any of these missions can be skipped but doing so (or failing the mission) will result in increased panic in the affected countries/continents.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
When a UFO is shot down and not destroyed a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO&#039;s Elerium Generators exploding.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (low altitude often means it will land). If so, if you don&#039;t shoot down the UFO before it lands, a landing site will be generated that you can assault. It may actually be your perogative to &#039;&#039;let&#039;&#039; low-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) for the reason mentioned above in Crash Site, this will be the most reliable way of getting Computers and Generators early on. A successful ground assault will also stop the alien mission from being completed. Be forewarned some UFOs will landing sites will be ambushes these will have extremely large numbers of aliens defending along with a wider variance then usual (read: Chryssalids and Outsiders) these supposedly crop up after you have been doing good.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Long War is more unforgiving of allowing civilians to die, and any significant civilian casualties will cause panic to rise in that country and continent, even if you complete the mission. Terror missions are generated by UFOs, so you can prevent a terror mission by shooting down the incoming UFO before it can create the terror site.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
====Target Extraction====&lt;br /&gt;
====Bomb Disposal====&lt;br /&gt;
====Target Escort====&lt;br /&gt;
====Asset Recovery====&lt;br /&gt;
===EXALT===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====XCOM Base Defense====&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>SlothdemonZ</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57213</id>
		<title>Weapons (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(Long_War)&amp;diff=57213"/>
		<updated>2014-06-14T23:32:17Z</updated>

		<summary type="html">&lt;p&gt;SlothdemonZ: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long War makes several changes to weapons:&lt;br /&gt;
* There are five tiers of weapons: Conventional, Beam Laser, Gauss, Pulse Laser, Plasma.&lt;br /&gt;
* Carbines are available, which behave similarly to assault rifles, but confer an aim and mobility bonus at the expense of damage output.&lt;br /&gt;
* Many weapons can be Steadied as an action to improve aim for the next turn.&lt;br /&gt;
* Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.&lt;br /&gt;
* Rocket launchers use a revamped accuracy system using the soldier&#039;s aim.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(engineers required)&amp;quot;&amp;gt;Prerequisite&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;(reaction range)&amp;quot;&amp;gt;Range&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Damage !! rowspan=&amp;quot;2&amp;quot; | Critical chance !! rowspan=&amp;quot;2&amp;quot; | Critical damage !! rowspan=&amp;quot;2&amp;quot; | Steady? !! rowspan=&amp;quot;2&amp;quot; | Aim bonus !! rowspan=&amp;quot;2&amp;quot; | &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;+bonus ammo from Ammo Conservation&amp;quot;&amp;gt;Ammo&amp;lt;/span&amp;gt; !! rowspan=&amp;quot;2&amp;quot; | Special !! rowspan=&amp;quot;2&amp;quot; | Classes&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Cash|$]] || [[Elerium|E]] || [[Alloys|A]] || &amp;lt;span style=&amp;quot;text-decoration:underline&amp;quot; title=&amp;quot;Time (days)&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Pistols&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || None || 20 || 1-3 || 0% || 3-4 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Pistol || [[Beam weapons]] (10)|| 20 || 2-4 || 0% || 4-5 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Pistol || ? || 20 || 3-5 || 0% || 5-7 || No || 0 || 2+1 || - || All except Gunner and Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Carbines&lt;br /&gt;
|-&lt;br /&gt;
|Assault Carbine || None || 27 || 2-4 || 5% || 4-5 || Yes || +7 || 3+1 || Grants [[Fast Mover]] || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Carbine || [[Beam weapons]] (10) || 27 || 3-5 || 5% || 5-7 || Yes || +20 || 3+1 || Grants [[Fast Mover]] || All || 40 || 0 || 1 || 12&lt;br /&gt;
|-&lt;br /&gt;
|(Gauss Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Carbine) || ? || 27 || ? || ? || ?|| Yes || ? || ? || Grants [[Fast Mover]] || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || None || 27 || 3-5 || 10% || 5-7 || Yes || 0 || 3+1 || - || All || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Rifle || [[Beam weapons]] (12) || 27 || 4-6 || 10% || 6-9 || Yes || +10 || 3+1 || - || All || 50 || 0 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || (Gauss Weapons) || 27 || 4-8 || 10% || 8-11 || Yes || 0 || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|(Plasma Rifle) || ? || 27 || ? || ? || ?|| Yes || ? || ? || - || All || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Shotguns&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || None || 27 (13) || 4-8 || 20% || 8-11 || No  || 0 || 5+1 || Long range accuracy penalty &amp;lt;br&amp;gt; [[Damage reduction#Shotguns|Damage reduction penalty]] || All except Gunner, Sniper, Rocketeer || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Scatter Laser || [[Advanced beam weapons]] (15) || 27 (13) || 5-9 || 20% || 9-12 || No || +10 || 4+? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || 80 || 0 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Alloy Gun || ? || 27 (13) || ? || ? || ? || No || ? || ? ||  Long range accuracy penalty&amp;lt;br&amp;gt;[[Damage reduction#Shotguns|Damage reduction penalty]]&lt;br /&gt;
| All except Gunner, Sniper, Rocketeer || ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Sniper Rifles&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || None || 100 || 4-6 || 25% || 6-9 || Yes || 0 || 5+1 ||[[Squadsight]] capable&amp;lt;br&amp;gt; Cannot fire after moving &amp;lt;br&amp;gt; Short-range accuracy penalty || Scout, Sniper || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Laser Sniper Rifle || [[Advanced beam weapons]] (15) || 100 || 4-8 || 25% || 8-11 || Yes || +10 || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || 50 || 0 || 4 || 14&lt;br /&gt;
 |-&lt;br /&gt;
|(Gauss Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Pulse Laser Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
|(Plasma Sniper Rifle) || ? || 100 || ? || ? || ? || Yes || ? || ? || [[Squadsight]] capable&amp;lt;br&amp;gt;Cannot fire after moving &amp;lt;br&amp;gt;Short-range accuracy penalty || Scout, Sniper || ? || ? || ? || ?&lt;br /&gt;
 |-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | LMGs&lt;br /&gt;
|-&lt;br /&gt;
|LMG || None || 27 || 4-6 || 0% || 6-9 || No || 0 || 6+2 || - || Gunner || colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Laser || [[Beam weapons]] (14) || 27 || 4-8 || 0% || 8-11 || No || +10 || 6+2 || - || Gunner || 60 || 0 || 4 || 14 &lt;br /&gt;
|-&lt;br /&gt;
|(Gauss LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Pulse Laser LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
|(Plasma LMG) || ? || 27 || ? || ? || ? || No || ? || ? || - || Gunner || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;15&amp;quot; | Rocket Launchers&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher|| None|| ? || 4-10 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| colspan=&amp;quot;4&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
|Recoilles Rifle|| [[Gauss Weapons]]|| ? || 6-12 || 0% || 8-11 || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Blaster Launcher|| ?|| ? || ? || ? || ? || No || 0 || 1 || - || Rocketeer|| ?|| ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steadying ==&lt;br /&gt;
Assault rifles, carbines and sniper rifles have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon&#039;s Aim bonus also applies to fired rockets, reducing rocket scatter.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never &amp;quot;miss&amp;quot; but will veer off course a random amount based on the soldier&#039;s Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range.&lt;br /&gt;
&lt;br /&gt;
The hit chance shown while aiming is not a literal % hit chance. Rather, it&#039;s displaying the rocket&#039;s maximum scatter in tiles multiplied by 10, so the lower the better.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>SlothdemonZ</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=57212</id>
		<title>Valkyrie (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=57212"/>
		<updated>2014-06-14T23:26:44Z</updated>

		<summary type="html">&lt;p&gt;SlothdemonZ: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Infantry class&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]&#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Firing with the first action no longer ends turn.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 aim and crit chance against targets at or below 50% health.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039; +15 defense during first attack in overwatch, and half a point of damage reduction. (meaning 1 point for damage has a 50% chance of being negated).&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;+2 extra will&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#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:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;&#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:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;&#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:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;&#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 || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 4 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 4 || 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>SlothdemonZ</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=57211</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=57211"/>
		<updated>2014-06-14T23:16:48Z</updated>

		<summary type="html">&lt;p&gt;SlothdemonZ: /* Seeker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb|right]]&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP, Aim, and Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. Their low Will means they won&#039;t be particularly effective at using these powers (Mind Fray will typically only do 1 damage for example). Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They have 9(base) HP or more and regenerate 3 HP per turn, at the start this will increase later, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, some pods (containing up to five I believe) patrol on UFO maps as well (especially on ambushes), usually holed up on the bridge. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds also lower aim for those within them but, they dissipate within 2 turns. acid infection (the damaging component) lasts 2-5 turns.(unconfirmed)&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire if the squad leader moves first.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Long War Seekers are otherwise similar to vanilla Seekers, except that as mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Note that Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers (There is currently a bug ( spotted in EW LW beta 9) that causes seekers that are uncloaked to attempt to recloack during their turn causing them to waste their moves by being continually cloaked and uncloaked). Additionally, they only cause 1 damage at end of turn when they start their strangle (as opposed to 2 in EW: and with the +1 HP of the starting armor, would normally mean time in the infirmary), to compensate for the fact that an Overwatch barrage has much less chance of killing the Seeker when it reveals itself. However, they do now have the habit of going into Overwatch while in stealth. If you savescum, and a soldier has an AoE attack handy, you can use this to your advantage if you trigger this. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, and have the Opportunist perk.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>SlothdemonZ</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=57210</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=57210"/>
		<updated>2014-06-14T23:12:59Z</updated>

		<summary type="html">&lt;p&gt;SlothdemonZ: /* Thin Men */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb|right]]&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP, Aim, and Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. Their low Will means they won&#039;t be particularly effective at using these powers (Mind Fray will typically only do 1 damage for example). Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They have 9(base) HP or more and regenerate 3 HP per turn, at the start this will increase later, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, some pods (containing up to five I believe) patrol on UFO maps as well (especially on ambushes), usually holed up on the bridge. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all. Acid clouds also lower aim for those within them but, they dissipate within 2 turns. acid infection (the damaging component) lasts 2-5 turns.(unconfirmed)&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire if the squad leader moves first.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Long War Seekers are otherwise similar to vanilla Seekers, except that as mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Note that Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. Additionally, they only cause 1 damage at end of turn when they start their strangle (as opposed to 2 in EW: and with the +1 HP of the starting armor, would normally mean time in the infirmary), to compensate for the fact that an Overwatch barrage has much less chance of killing the Seeker when it reveals itself. However, they do now have the habit of going into Overwatch while in stealth. If you savescum, and a soldier has an AoE attack handy, you can use this to your advantage if you trigger this. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, and have the Opportunist perk.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>SlothdemonZ</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=57209</id>
		<title>Alien Life Forms (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(Long_War)&amp;diff=57209"/>
		<updated>2014-06-14T23:10:04Z</updated>

		<summary type="html">&lt;p&gt;SlothdemonZ: /* Outsider */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Much like in vanilla, aliens deploy in &amp;quot;pods&amp;quot;, which are &amp;quot;activated&amp;quot; by seeing them. Unlike in vanilla, alien pods are frequently made up of several different types of aliens, such as a Thin Man leading some Sectoids, or some Mutons with Floater scout.&lt;br /&gt;
&lt;br /&gt;
One alien in a pod will be a squad leader, with improved stats and sometimes new abilities. They can almost always be identified by their higher health than normal.&lt;br /&gt;
&lt;br /&gt;
==Sectoid==&lt;br /&gt;
[[File:Sectoid (EU2012).jpg|thumb|right]]&lt;br /&gt;
Sectoids behave in much the same way as you&#039;d expect from vanilla, with low Mobility, HP, Aim, and Will. Basic Sectoids have access to a few more psionic powers than before, being able to Mind Merge, Mind Fray and Psi Panic. Their low Will means they won&#039;t be particularly effective at using these powers (Mind Fray will typically only do 1 damage for example). Be aware that Mind Merge has been altered so it does some damage to the merged target if the merger dies, but doesn&#039;t kill outright. Sectoid squad leaders get the Low Profile perk.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drone==&lt;br /&gt;
[[File:Drone (EU2012).jpg|right|thumb]]&lt;br /&gt;
Drones will be encountered right from the beginning of the game, even in the first mission. Drones behave similarly to vanilla, but, like most mechanized units, have some damage reduction. Their constant light cover from flying with damage reduction and ability to mutually repair can make them extremely frustrating to kill.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Outsider==&lt;br /&gt;
[[File:Outsider (EU2012).jpg|right|thumb]]&lt;br /&gt;
Long War Outsiders are enormously more dangerous than vanilla Outsiders. They have 9(base) HP or more and regenerate 3 HP per turn, at the start this will increase later, meaning it will take a concerted effort from the whole squad to take them down early game. Like vanilla, Outsiders are mostly found in charge of UFOs, some pods (containing up to five I believe) patrol on UFO maps as well (especially on ambushes), usually holed up on the bridge. You should be careful not to activate a UFO&#039;s Outsider until you&#039;re ready for it, since their HP regen means they can easily take on 1 or 2 XCOM soldiers without even taking damage.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thin Men==&lt;br /&gt;
[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
Thin Men are quite similar to vanilla, with high mobility, mediocre aim and low Will. The main change is that their poison has been replaced with Acid, which lowers aim and mobility as poison does, and affected units take slightly more damage from attacks, but acid no longer causes damage directly. Instead, acid inflicts damage to a victim as they take actions, so moving, reloading, firing, overwatch, etc will all cause an affected unit to take 1 damage. Hunkering Down is safe and a unit that simply remains still and hunkered for the duration of acid will take no damage at all.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Floater==&lt;br /&gt;
[[File:Floater (EU2012).png|thumb|right]]&lt;br /&gt;
Floaters behave identically to vanilla floaters. Floater squad leaders gain the Damn Good Ground ability, which, given their ability to fly, makes them significantly more dangerous than regular floaters.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chryssalid==&lt;br /&gt;
[[File: Chryssalid.png|thumb|right]]&lt;br /&gt;
Chryssalids are similar to vanilla Chryssalids. A big difference is that Chryssalid squad leaders have Lightning Reflexes, which can seriously reduce the amount of damage a charging Chryssalid squad will take from overwatch fire if the squad leader moves first.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seeker==&lt;br /&gt;
[[Image:Seeker 2 (EU2012).png|thumb|right|The Seeker]]&lt;br /&gt;
Seekers can be found both in pods made up entirely of Seekers, and accompanying squads of other aliens. This indirectly makes them more dangerous than vanilla, since a Seeker itself isn&#039;t much threat, but a Seeker supporting other aliens can be a deadly distraction. Long War Seekers are otherwise similar to vanilla Seekers, except that as mechanized units they have some damage reduction, which makes them difficult to damage with low power weapons like pistols and carbines. Note that Battle Scanners are available to any soldier as carried items in Long War, giving an early counter to Seekers. Additionally, they only cause 1 damage at end of turn when they start their strangle (as opposed to 2 in EW: and with the +1 HP of the starting armor, would normally mean time in the infirmary), to compensate for the fact that an Overwatch barrage has much less chance of killing the Seeker when it reveals itself. However, they do now have the habit of going into Overwatch while in stealth. If you savescum, and a soldier has an AoE attack handy, you can use this to your advantage if you trigger this. &amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Muton==&lt;br /&gt;
[[File:Muton (EU2012).png|right|thumb]]&lt;br /&gt;
Mutons are similar to vanilla Mutons, and will start with Plasma Carbines and later upgrade to Plasma Rifles. Muton squad leaders have significantly more HP than regular Mutons, and have the Opportunist perk.&amp;lt;br clear=right&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>SlothdemonZ</name></author>
	</entry>
</feed>