https://www.ufopaedia.org/api.php?action=feedcontributions&user=Psiclone&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T15:46:26ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=59139Missions (Long War)2014-08-25T12:58:00Z<p>Psiclone: added minor info</p>
<hr />
<div>When a mission appears in the situation room you have a certain amount of time to deploy to it before it disappears. Noting that you can only engage in one mission at a time and it takes time to travel to and from missions. These durations are as followed. Abduction: 15hrs, UFO Crash: 36hrs, UFO Landed: 15hrs and Terror: 24hrs.<br />
<br />
==Standard Missions==<br />
===Alien Missions===<br />
====Alien Abductions====<br />
Alien Abductions are generated by landing UFOs - the UFO will disappear and be replaced by an abduction site that you can respond to, even if you don't have that country covered and didn't detect the incoming UFO. Shooting down the UFO before it lands will, naturally, prevent the abduction being generated. Due to the different format, abductions will only affect one country at a time and you no longer have to choose. The reward for abductions is always credits. Skipping or failing an abduction mission will result in increased panic in the affected country and continent.<br />
<br />
====UFO Crash Site====<br />
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's Elerium Generators exploding. Be forewarned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them. UFO crash sites are determined by a few factors, if a UFO is shot down at a high altitude, the chance for a UFO being destroyed outright is higher. The lower the altitude, the higher the chance of a crash site. In the off chance that a UFO is shot down from high orbit, there is a higher chance for valuable equipment to be destroyed when your troops arrive.<br />
<br />
====UFO Landing Site====<br />
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO's altitude (NOE altitude often means it will land). If you allow the UFO to land it will either generate a terror mission, an abduction, or simply a landing site. It may actually be in your interests to ''let'' low-flying UFOs land, as (a) it will save your interceptor craft some damage, and (b) it will net you a lot more salvage, including intact computers and generators. On the other hand, the landing UFO might generate an abduction instead, in which case you lose the salvage you'd get from a crash site. Successfully assaulting a landed UFO will also stop the alien mission from being completed. Be warned some UFOs are crewed by elite crews; these will have a large number of strong aliens defending them.<br />
<br />
Note that in either Crashes or Landings, the CO pod of aliens will now rarely, if ever, be on the bridge (and for the Small Scout, it might be 'slightly outside'). This is so you won't know exactly where this pod is, and thus won't be able to prepare a blitzkreig to take it out.<br />
<br />
====Terror Site====<br />
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Long War is very unforgiving of allowing civilians to die, and you will need to save almost all of the civilians to avoid panic rising in that country and continent. 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. Like vanilla, failing or ignoring a terror mission will cause the targeted country to leave the project immediately.<br />
<br />
====XCOM Base Defence====<br />
This mission type makes a return. When the aliens have high resources AND consider you a high threat they will come for your base. Your base is assaulted by a UFO, which you can see coming (typically a NOE altitude [[UFOs (Long War)#Assault Carrier|Assault Carrier]] in your home country making a bee-line for your base) and can shoot down, but it's extremely difficult. Like vanilla, you'll get the top 6 soldiers on your roster in this mission. Fatigued soldiers will still be fielded, but any wounded, psi testing, etc. soldiers will not. Try to spot the assault coming and quickly equip those soldiers. You'll also get the regular complement of Blueshirts, but armed with a random pair of items, which may be HE grenades, AP grenades, flashbangs, medikits, etc.<br />
<br />
The format of the mission is similar to vanilla, the aliens will drop in to the command center, followed by flyers in the back and drops in to the mech bay and two waves in the forward access tunnels. Expect this mission to be very difficult, though the forces deployed can vary wildly based on RNG.<br />
<br />
Failing this mission does not mean the end of XCOM, however it is extremely damaging. Besides losing your top soldiers in combat, the aliens will ransack your base, killing engineers and scientists and destroying cash, meld and other currency before regular military arrive and bail you out. This mission can happen multiple times in a game. If you succeed, any surviving Blueshirts will join your roster.<br />
<br />
===Council Missions===<br />
Council missions have also been modified, mostly to the tune of larger numbers of enemies, both seeded and airdropped. For example, the Site Recon mission has number of free-roaming Chryssalids. Keep an eye on your ammo. However, the mission objectives have not changed from vanilla XCOM Enemy Unknown/Within.<br />
<br />
===EXALT===<br />
====Covert Data Recovery====<br />
These missions are similar to their vanilla equivalent. You field a full squad and defend an encoder and transmitter. Comm arrays are available for your covert operative to hack. This mission will give a cash reward, and a bonus if the encoder is protected as well.<br />
<br />
====Covert Extraction====<br />
In this mission type you are limited to only 4 soldiers and your covert operative. As such, you want to avoid getting in to a pitched battle with EXALT, so if you can, try to get your covert operative to the arrays, hack them and get out fast. Cash reward on completion.<br />
<br />
====Exalt Base Assault====<br />
This mission is considerably tougher than it is in vanilla. The EXALT base is crawling with randomly generated elite EXALT squads. In addition you may find some elite aliens here as well.<br />
<br />
Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to avoid the final "discover" step on the EXALT base until you're ready to assault it to avoid this behaviour triggering constantly even though you don't want it.<br />
<br />
==Essential Missions==<br />
====Alien Base Assault====<br />
Like in vanilla, story progression is nearly the same. But in the Long War, you will immediately lose 1 country on the first month, as the base is auto-generated at this time. Progress as normal to be able to develop the Skeleton Key, and then place a satellite over that country (or any others you lose along the way: they will also spawn bases) to locate it. Expect 4-5 large-numbered pods to appear in the first room alone. With that in mind, you may want to either take your first Assault as soon as possible, as to face weaker aliens, and/or after buying both Squad upgrades and the Super Skyranger Foundry project for the added soldiers and firepower. That way, even if you do lose more countries, but don't want to risk soldiers attacking another Base, at least you can still progress with the storyline. <br />
<br />
Like with UFOs, the commander will not necessarily be in the last room with the Hyperwave Beacon, so this isn't necessarily the best place to capture one like it is in vanilla.<br />
<br />
Long War makes a tweak to the hologlobe UI so that if a mission is outstanding, time acceleration will stop when interesting things like a soldier recovering from fatigue happens. This means you may want to delay putting a satellite over an alien country until you're ready to assault it to avoid this behaviour triggering constantly even though you don't want it.<br />
<br />
====Overseer Crash Site====<br />
Also like vanilla, mostly the same, but also with the same difference: you may encounter mutliple Overseer UFOs throughout a campaign. Possibly the only UFO where the CO pod is in the usual spot.<br />
<br />
====Temple Ship Assault====<br />
It's been a lengthy journey, but the end of the Long War is in sight!<br />
<br />
The Temple Ship is near-identical to in vanilla: same enemy composition and positions as Enemy Within/Unknown, albeit with ''vastly'' increased health, stats, and gene mods (aand size, for that extra player intimidation factor). If you've survived EXALT and an Alien Base or two, you should be fine. At the end of the brutal road, in the Ethereal Cathedral awaits the Uber Ethereal, Lord of the alien collective. On the easiest difficulty alone, he has 80 HP, and about 300 Will.<br />
<br />
Good luck, Commander.<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Officers_(Long_War)&diff=58808Officers (Long War)2014-08-14T20:21:11Z<p>Psiclone: </p>
<hr />
<div>'''Officers''' are a new mechanic in Long War, replacing the medal system from Enemy Within. It constitutes a new upgrade path for soldiers, granting abilities that benefit the entire squad.<br />
<br />
To begin promoting officers, an Officer Training School is required, which becomes available for construction after a soldier reaches the rank of corporal. Once it is built, officer upgrades can be purchased in the OTS menu to make billets available.<br />
<br />
Any soldier that has the rank of at least Corporal, isn't a [[MEC Trooper (Long War)|MEC Trooper]] or a [[Psionic (Long War)|Psionic]] and has participated in at least 5 missions can be promoted to Lieutenant as long as there is an open billet left. After that, further promotions, in addition to another OTS upgrade, require that:<br />
<br />
* The officer must have been on at least 5 missions (3 with Not So Long War Second Wave option) at his current officer rank.<br />
* The officer must have gained a certain minimum standard rank – Sergeant for promotion to Captain, and one more rank for every officer rank.<br />
<br />
== Officer ranks ==<br />
When an officer is promoted, one of two perks can be chosen for them. This selection is permanent, but a different perk can be chosen for every officer.<br />
<br />
* '''Lieutenant''': '''Lead by Example''', and either '''Legio Patria Nostra''' or '''Stay Frosty'''<br />
* '''Captain''': '''Semper Vigilans''' or '''Fortiores Una'''<br />
* '''Major''': '''Into the Breach''' or '''So Shall You Fight'''<br />
* '''Colonel''': '''Band of Warriors''' or '''Esprit de Corps'''<br />
* '''Field Commander''': '''So Others May Live''' or '''Combined Arms'''<br />
<br />
Only the perks of the commanding (highest-ranked) officer are beneficial to the entire squad. Officer perks of a second, lower-ranking officer present on a mission benefit only that officer.<br />
<br />
===Perks===<br />
* '''Lead By Example''': Nearby units can use the officer's Will instead of their own.<br />
* '''Legio Patria Nostra''': Squad receives +1 Will per nationality in the squad.<br />
* '''Stay Frosty''': Post-mission fatigue reduced by one day.<br />
* '''Semper Vigilans''': Squad members receive +5 Defense from cover.<br />
* '''Fortiores Una''': Nearby squad members receive extra damage reduction from cover.<br />
* '''Into The Breach''': Squad members at SGT rank or lower receive +25% mission XP.<br />
* '''So Shall You Fight''': Squad members receive +25% kill XP.<br />
* '''Band Of Warriors''': Squad members gain +2 aim per continent bonus XCOM has.<br />
* '''Esprit de Corps''': Squad members receive Will and Defense bonus.<br />
* '''So Others May Live''': Squad members receive permanent +1 Aim and +1 Will for completing a mission under this officer with no deaths, up to +10.<br />
* '''Combined Arms''': Squad members reduce enemy damage reduction from cover by 1.<br />
<br />
== Officer upgrades ==<br />
<br />
Each officer rank is unlocked by purchasing an upgrade in the Officer Training School. It unlocks a number of officer billets for the new rank. Purchasing these upgrades costs money and requires a certain number of total soldier ranks (where a Specialist counts as one, a Lance Corporal as two, and so on)<br />
<br />
Officer billets can be filled by an officer of lower rank (in other words, if you've unlocked captain, you can have 5 lieutenants, or 4 lieutenants and 1 captain, or 3 lieutenants and 2 captains). When an officer is killed or dismissed, the billet will cycle back and become available again after a few missions.<br />
<br />
=== Tactical officers ===<br />
* '''Required ranks''': 20 <br />
* '''Cost:''' $100<br />
* '''Unlocked billets:''' 3 x Lieutenant<br />
<br />
=== Company officers ===<br />
* '''Required ranks''': 45<br />
* '''Cost''': $200<br />
* '''Unlocked billets''': 2 x Captain<br />
<br />
=== Field officers ===<br />
* '''Required ranks''': 75<br />
* '''Cost''': $300<br />
* '''Unlocked billets''': 2 x Major<br />
<br />
=== Regimental officers ===<br />
* '''Required ranks''': 110<br />
* '''Cost''': $400<br />
* '''Unlocked billets''': 2 x Colonel<br />
<br />
=== Commanding officer ===<br />
* '''Required ranks''': 140<br />
* '''Cost''': $500<br />
* '''Unlocked billets''': 1 x Field Commander<br />
<br />
== Effect on fatigue ==<br />
Officers recover slower from post-battle fatigue. The additional time is 6 hours per officer rank{{verify}}<br />
<br />
[[Category: Long War]]<br />
[[Category: Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=58496Infantry (Long War)2014-08-06T14:25:34Z<p>Psiclone: </p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns<br />
:'''Secondary Weapon''': Sidearm<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 aim and +10 critical chance against targets at or below 50% health.''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panics as a result of allies panicking or getting wounded or kill.''<br />
|LCorporalE1=''Aim +3''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''Will +5''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage.''<br />
|CorporalE1=''''<br />
|CorporalE2=''Aim +1''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''Mob +1''<br />
|SergeantE2=''Will +1, Mob +1''<br />
|SergeantE3=''Mob +1''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''Aim +3''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''Aim +2, Will +3''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''Aim +3, Will +3, Mob +1''<br />
|MSgtE3=''Aim +3, Will +1''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
== Tactical Advice ==<br />
'''Role''': Medium Range Offense<br />
<br />
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.<br />
<br />
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=58479Infantry (Long War)2014-08-05T14:02:25Z<p>Psiclone: Matches text to in-game text</p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns<br />
:'''Secondary Weapon''': Sidearm<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement.''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Confers +10 aim and +10 critical chance against targets at or below 50% health.''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Never panis as a result of allies panicking or getting wounded or kill.''<br />
|LCorporalE1=''Aim +3''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''Will +5''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers +1 damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage.''<br />
|CorporalE1=''''<br />
|CorporalE2=''Aim +1''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''Mob +1''<br />
|SergeantE2=''Will +1, Mob +1''<br />
|SergeantE3=''Mob +1''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''Aim +3''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''Aim +2, Will +3''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''Aim +3, Will +3, Mob +1''<br />
|MSgtE3=''Aim +3, Will +1''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
== Tactical Advice ==<br />
'''Role''': Medium Range Offense<br />
<br />
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.<br />
<br />
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=58382Infantry (Long War)2014-08-02T16:06:12Z<p>Psiclone: added periods</p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Carbines, SMGs, Battle Rifles, Shotguns<br />
:'''Secondary Weapon''': Sidearm<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Overwatch reaction can trigger on enemy attack; does not work with suppression.''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''Aim and crit chance against low health targets +10.''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|LCorporalE1=''Aim +3''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''Will +5''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Reaction shots no longer suffer aim penalty and are allowed to crit.''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 1 bonus damage with sidearms and removes the long-range accuracy penalty when firing over 14 meters.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|CorporalE1=''''<br />
|CorporalE2=''Aim +1''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''Mob +1''<br />
|SergeantE2=''Will +1, Mob +1''<br />
|SergeantE3=''Mob +1''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+1 shots/bursts in primary weapon. Reloading as first action no longer ends turn.''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''Aim +3''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''Allows two reaction shots during Overwatch, instead of only one.''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''Aim +2, Will +3''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''Aim +3, Will +3, Mob +1''<br />
|MSgtE3=''Aim +3, Will +1''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
== Tactical Advice ==<br />
'''Role''': Medium Range Offense<br />
<br />
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with assault rifles rather than shotguns, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the [[Assault (Long War)|Assault]] class. Infantrymen's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.<br />
<br />
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Covering Fire''', '''Opportunist''' and '''Sentinel'''.<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Alien_Artifacts_(Long_War)&diff=58304Alien Artifacts (Long War)2014-07-31T17:34:41Z<p>Psiclone: </p>
<hr />
<div>Some artifacts that previously had no value are now used by the game as prerequisites for research projects or foundry projects, particularly Alien Stasis Tanks and Alien Surgery. Within the Gray Market listings, the green text "This item has no research benefit, and can be sold freely" is still correct in that these items will never be a part of any research project, foundry project, or as a prerequisite for manufacturing any items. However, you may still get pending resource requests for some of these items from XCOM countries. As an example, Alien Entertainment can be requested by a country in exchange for panic reduction.<br />
<br />
Beyond that, the changes are mostly to the Gray Market values for these resources. Acquisitions from Alien Base assaults and the EXALT HQ are much more valuable, encouraging XCOM to liberate withdrawn nations when possible and forcing the player to consider the benefits of selling these resources for quick cash versus possibly fulfilling later country resource requests.<br />
<br />
Another notable difference is that alien weapons obtained through stunning enemies with the Arc Thrower cannot be used directly, but are consumed to manufacture XCOM plasma weapons, including interceptor, SHIV, and MEC plasma weapons. Alien Rifles (from captured Mutons and Heavy Floaters) are used in the production of most plasma weapons (including the Plasma Rifle, Plasma Novagun (heavy plasma), and interceptor Plasma Cannon). Alien Carbines (from Floaters, Outsiders, and Thin Men) are used in the production of the lighter XCOM soldier weapons such as the Plasma Carbine. Alien Heavy Weapons (from Muton Elites) are used in the production of the SHIV plasma weapons. Additionally, some of these alien weapons may be required in order to perform the associated plasma research in the first place.<br />
<br />
<table {{StdCenterTable}}><br />
<tr><td align="left"><br />
Sectoid: <br><br />
5 Autopsy (Research) <br><br />
5 Xenobiology (Research) <br><br />
1 Psi Grenade (Soldier Gear) <br><br />
1 Mimic Beacon (Soldier Gear) <br><br />
1 Aurora Armor (Armors) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Sectoid Commander: <br><br />
? Autopsy (Research) <br><br />
5 Mind Shield (Soldier Gear) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Mechtoid: <br><br />
? Autopsy (Research) <br><br />
1 Psi Screen (Soldier Gear) <br><br />
8 Advanced Servomotors (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Drone: <br><br />
5 Autopsy (Research) <br><br />
2 Tracking Module (Aerospace) <br><br />
4 Improved Arc Thrower (Foundry) <br><br />
10 SHIV Repair (Foundry) <br><br />
1 Sentinel Drone (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Thin Man: <br><br />
5 Autopsy (Research) <br><br />
10 Improved Medikit (Foundry) <br><br />
3 Chem Grenade (Soldier Gear) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Floater: <br><br />
10 Autopsy (Research) <br><br />
3 Uplink Targeting Module (Aerospace) <br><br />
3 Shaped Armor (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Heavy Floater: <br><br />
? Autopsy (Research) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Outsider: <br><br />
1 Alien Operations (Outsider Shard Autopsy) (Research) <br><br />
1 Skeleton Key (Items) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Chryssalid: <br><br />
5 Autopsy (Research) <br><br />
10 Chitin Plating (Soldier Gear) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Cyberdisc: <br><br />
3 Autopsy (Research) <br><br />
2 Defense Matrix (Aerospace) <br><br />
2 SHIV Defenses (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Muton: <br><br />
10 Autopsy (Research) <br><br />
20 Ammo Conservation (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Berserker: <br><br />
5 Autopsy (Research) <br><br />
1 Combat Stim (Soldier Gear) <br><br />
5 MEC Close Combat (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Muton Elite: <br><br />
? Autopsy (Research) <br><br />
20 Tactical Rigging (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Seeker: <br><br />
? Autopsy (Research) <br><br />
5 Ghost Grenade (Soldier Gear) <br><br />
6 Stealth Satellites (Foundry) <br><br />
3 UFO Countermeasures (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Sectopod: <br><br />
? Autopsy (Research) <br><br />
1 EMP Cannon (Aerospace) <br><br />
</td></tr><br />
<tr><td align="left"><br />
Ethereal: <br><br />
3 Autopsy (Research) <br><br />
</td></tr><br />
<tr><td align="left"><br />
UFO Computer: <br><br />
4 Alien Computer (Research) <br><br />
2 Satellite Nexus (Build Facility) <br><br />
4 Firestorm (Aerospace) <br><br />
1 Battle Computer (MEC Gear) <br><br />
1 Tactical Sensors (MEC Gear) <br><br />
1 Sentinel Drone (Foundry) <br><br />
2 UFO Tracking (Foundry) <br><br />
3 UFO Countermeasures (Foundry) <br><br />
6 Stealth Satellites (Foundry) <br><br />
</td></tr><br />
<tr><td align="left"><br />
UFO Power Source: <br><br />
6 Alien Power Systems (Research) <br><br />
2 Elerium Generator (Build Facility) <br><br />
2 Firestorm (Aerospace) <br><br />
2 UFO Tracking (Foundry) <br><br />
2 Supercapacitors (Foundry) <br><br />
2 Elerium Afterburners (Foundry) <br><br />
</td></tr><br />
</table><br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Long_War_Table&diff=58295Long War Table2014-07-31T13:51:26Z<p>Psiclone: </p>
<hr />
<div><table style="padding-left:20px;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "3"><br />
{| {{stdTable}} title = "XCOM: Enemy Unknown (2012)" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "3" | '''Long War'''<br />
|-<br />
|}<br />
</td><br />
</tr><br />
<tr style="vertical-align: top;"><br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo_Confido_shield.png|30px]] '''Overview'''<br />
|- <br />
| [[Info (Long War)|Mod Information]]<br />
<br />
[[The Council (Long War)|The Council]]<br />
<br />
[[Difficulty (Long War)|Difficulty Levels]]<br />
:[[Second Wave (Long War)|Second Wave]]<br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo_Confido_black.png|30px]] '''XCOM'''<br />
|- <br />
| <br />
[[HQ facilities (Long War)|HQ Facilities]]<br />
<br />
:[[Research (Long War)|Research]]<br />
:: [[Genetics Lab (Long War)|Genetics Lab]]<br />
<br />
:[[Engineering (Long War)|Engineering]]<br />
:: [[Foundry_(Long War)|Foundry]]<br />
::: [[S.H.I.V. (Long War)|S.H.I.V.]]<br />
:: [[Cybernetics Lab (Long War)|Cybernetics Lab]] <br />
<br />
:[[Hangar (Long War)|Hangar]]<br />
<br />
:[[Situation Room (Long War)|Situation Room]]<br />
:: [[Gray Market (Long War)|Gray Market]]<br />
:: [[Covert Operations (Long War)|Covert Operations]]<br />
<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] '''Soldiers'''<br />
|- <br />
| [[Soldiers (Long War)|Soldiers]]<br />
<br />
'''Classes'''<br />
<br />
: [[Assault (Long War)|Assault]]<br />
: [[Infantry (Long War)|Infantry]]<br />
: [[Rocketeer (Long War)|Rocketeer]]<br />
: [[Gunner (Long War)|Gunner]]<br />
: [[Sniper (Long War)|Sniper]]<br />
: [[Scout (Long War)|Scout]]<br />
: [[Medic (Long War)|Medic]]<br />
: [[Engineer (Long War)|Engineer]]<br />
<br />
: [[MEC Trooper (Long War)|MEC Trooper]]<br />
:: [[Jaeger (Long War)|Jaeger]]<br />
:: [[Pathfinder (Long War)|Pathfinder]]<br />
:: [[Valkyrie (Long War)|Valkyrie]]<br />
:: [[Marauder (Long War)|Marauder]]<br />
:: [[Goliath (Long War)|Goliath]]<br />
:: [[Archer (Long War)|Archer]]<br />
:: [[Guardian (Long War)|Guardian]]<br />
:: [[Shogun (Long War)|Shogun]]<br />
: [[Psionic (Long War)|Psionic]]<br />
[[Officers (Long War)|Officers]]<br />
<br />
[[Armor (Long War)|Armor]]<br />
<br />
[[Equipment (Long War)#Portable Equipment|Equipment]]<br />
<br />
[[Weapons (Long War)|Weapons]]<br />
<br />
[[Gene Mods (Long War)|Gene Mods]]<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Head red 2.png|30px]] '''Aliens'''<br />
|- <br />
|<br />
[[Alien Life Forms (Long War)|Alien Life Forms]]<br />
:[[Alien Stats (Long War)|Alien Stats]]<br />
<br />
[[Alien Missions (Long War)|Alien Missions]]<br />
<br />
[[Alien Deployment (Long War)|Alien Deployment]]<br />
<br />
[[UFOs (Long War)|UFOs]]<br />
<br />
[[Alien Artifacts (Long War)|Alien Artifacts]]<br />
<br />
[[Alien Corpse Uses (Long War)|Alien Corpse Uses]]<br />
|-<br />
|- {{stdTable Sub Heading}} <br />
| [[File:EXALT Insignia (EU2012).png|25px]] '''EXALT'''<br />
|- <br />
|<br />
<br />
[[EXALT Units (Long War)|Units]] <br />
<br />
[[EXALT Weapons (Long War)|Equipment]] <br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Skyranger Pilot (EU2012).png|30px]] '''Missions'''<br />
|-<br />
| [[Missions (Long War)|Mission Types]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Combat Ready (EU2012).jpg|30px]] '''Gameplay Mechanics'''<br />
|- <br />
|<br />
<br />
[[Cover (Long War)|Cover]]<br />
<br />
[[Damage (Long War)|Damage]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Bradford Small (EU2012).png|30px]] '''Guides & Tips'''<br />
|-<br />
|<br />
[[Strategy (Long War)|Strategy Guide]]<br />
<br />
[[Air Combat (Long War)|Air Combat]]<br />
<br />
[[Tactics (Long War)|Combat Tactics]] <br />
<br />
|}<br />
</td><br />
</tr><br />
</table><br />
<noinclude><br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=User_talk:Psiclone&diff=57322User talk:Psiclone2014-06-18T21:20:16Z<p>Psiclone: Blanked the page</p>
<hr />
<div></div>Psiclonehttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=57321Gunner (Long War)2014-06-18T21:19:18Z<p>Psiclone: </p>
<hr />
<div>The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun line of weapons. The LMG-type weapons are slightly better in Long War than vanilla XCOM, in particular they have larger magazines. Suppression is also improved, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': Machine Guns, Assault Rifles<br />
:'''Secondary Weapon''': None<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression''' <br/> ''Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.''<br />
|SpecialistE1='''-1 Mobility'''<br />
|LCorporal1=[[File:HEAVY HOLO.png|32px|center]]'''Holo-Targeting'''<br/>''Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''''<br />
|Corporal3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''''<br />
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SNIPER DOUBLETAP.png|32px|center]]'''Double Tap'''<br/>''''<br />
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|TechSgt3=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''''<br />
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 9<br />
|-<br />
|Sergeant|| 0 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 21<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=57320Gunner (Long War)2014-06-18T21:18:14Z<p>Psiclone: </p>
<hr />
<div>The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun line of weapons. The LMG-type weapons are slightly better in Long War than vanilla XCOM, in particular they have larger magazines. Suppression is also improved, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': Machine Guns, Assault Rifles<br />
:'''Secondary Weapon''': None<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression''' <br/> ''Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.''<br />
|SpecialistE1='''-1 Mobility'''<br />
|LCorporal1=[[File:HEAVY HOLO.png|32px|center]]'''Holo-Targeting'''<br/>''Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''''<br />
|Corporal3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''''<br />
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SNIPER DOUBLETAP.png|32px|center]]'''Double Tap'''<br/>''''<br />
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|TechSgt3=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''''<br />
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 9<br />
|-<br />
|Sergeant|| 0 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 21<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=57319Assault (Long War)2014-06-18T21:13:36Z<p>Psiclone: </p>
<hr />
<div>The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Assault Rifles, Shotguns<br />
:'''Secondary Weapons''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
|LCorporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''<br />
|Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|Sergeant2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.''<br />
|TechSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.''<br />
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 9<br />
|-<br />
|Sergeant|| 0 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 21<br />
|}<br />
<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&diff=57318Rocketeer (Long War)2014-06-18T21:08:45Z<p>Psiclone: </p>
<hr />
<div>The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM.<br />
<br />
:'''Primary Weapon''': Assault Rifles<br />
:'''Secondary Weapon''': Rocket Launcher<br />
<br />
== Rockets ==<br />
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]].<br />
<br />
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however carrying additional rockets as items causes an aim penalty due to encumbrance.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY FIREROCKET.png|32px|center]]'''Fire Rocket'''<br/>''Fire a rocket using an equipped launcher.''<br />
|SpecialistE1='''-1 Mobility.'''{{Verify}}<br />
|LCorporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''''<br />
|LCorporal2=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER SNAPSHOT.png|32px|center]]'''Snap Shot'''<br/>''''<br />
|Corporal2=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|Corporal3=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''''<br />
|Sergeant2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|Sergeant3=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt2=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''''<br />
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:HEAVY ROCKETEER.png|32px|center]]'''Rocketeer'''<br/>''''<br />
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|MSgt3=[[File:ALIEN DEATHBLOSSOM.png|32px|center]]'''Javelin Rockets'''<br/>''''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 9<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 3 || 3 || 21<br />
|}<br />
<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&diff=57317Rocketeer (Long War)2014-06-18T21:07:51Z<p>Psiclone: </p>
<hr />
<div>The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM.<br />
<br />
:'''Primary Weapon''': Assault Rifles<br />
:'''Secondary Weapon''': Rocket Launcher<br />
<br />
== Rockets ==<br />
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]].<br />
<br />
Rocketeers get one rocket as part of their standard loadout, and can gain additional rockets with the Rocketeer and Shredder Rocket (renamed Shredder Ammo) perks as in vanilla. Additional rockets and shredder rockets are also available as carried items, however carrying additional rockets as items causes an aim penalty due to encumbrance.<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY FIREROCKET.png|32px|center]]'''Fire Rocket'''<br/>''Fire a rocket using an equipped launcher.''<br />
|SpecialistE1='''-1 Mobility.'''{{Verify}}<br />
|LCorporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''''<br />
|LCorporal2=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER SNAPSHOT.png|32px|center]]'''Snap Shot'''<br/>''''<br />
|Corporal2=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|Corporal3=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''''<br />
|Sergeant2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|Sergeant3=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt2=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''''<br />
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:HEAVY ROCKETEER.png|32px|center]]'''Rocketeer'''<br/>''''<br />
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''''<br />
|MSgt3=[[File:ALIEN DEATHBLOSSOM.png|32px|center]]'''Javelin Rockets'''<br/>''''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 9<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 3 || 3 || 21<br />
|}<br />
<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Gunner_(Long_War)&diff=57316Gunner (Long War)2014-06-18T21:06:03Z<p>Psiclone: </p>
<hr />
<div>The '''Gunner''' class is similar to a suppression specialized Heavy in vanilla XCOM. Their signature ability is '''Suppression''', and they are the only class that can use the Light Machine Gun line of weapons. The LMG-type weapons are slightly better in Long War than vanilla XCOM, in particular they have larger magazines. Suppression is also improved, working to restrict the target's ability to use rockets and grenades as well as its vanilla effects. To compensate, the Gunner loses the vanilla Heavy's rockets.<br />
<br />
:'''Primary Weapon''': Machine Guns, Assault Rifles<br />
:'''Secondary Weapon''': None<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression''' <br/> ''Suppress an enemy, giving them -30 Aim and reduced range on AOE abilities.''<br />
|SpecialistE1='''-1 Mobility'''<br />
|LCorporal1=[[File:HEAVY HOLO.png|32px|center]]'''Holo-Targeting'''<br/>''Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''''<br />
|Corporal2=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Ammo'''<br/>''''<br />
|Corporal3=[[File:HEAVY SHREDDER.png|32px|center]]'''Shredder Ammo'''<br/>''''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY DANGERZONE.png|32px|center]]'''Danger Zone'''<br/>''''<br />
|Sergeant2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SNIPER DOUBLETAP.png|32px|center]]'''Double Tap'''<br/>''''<br />
|TechSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''''<br />
|TechSgt3=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:HEAVY MAYHEM.png|32px|center]]'''Mayhem'''<br/>''''<br />
|MSgt2=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 9<br />
|-<br />
|Sergeant|| 0 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 21<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Medic_(Long_War)&diff=57315Medic (Long War)2014-06-18T21:04:41Z<p>Psiclone: </p>
<hr />
<div>'''The Medic''' is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is '''Field Medic''', which has the same effect as vanilla of making Medikit items usable 3 times.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> ''Allows 3 uses of Medikit items.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.''<br />
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]'''Revive'''<br/>''''<br />
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''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.''<br />
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs'''<br/>''''<br />
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:SUPPORT SAVIOR.png|32px|center]]'''Savior'''<br/>''''<br />
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''''<br />
|MSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 5<br />
|-<br />
|Corporal|| 0 || 1 || 2 || 7<br />
|-<br />
|Sergeant|| 1 || 2 || 2 || 9<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 2 || 11<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 2 || 13<br />
|-<br />
|Master Sergeant|| 1 || 3 || 3 || 16<br />
|}<br />
<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Medic_(Long_War)&diff=57314Medic (Long War)2014-06-18T21:01:34Z<p>Psiclone: </p>
<hr />
<div>'''The Medic''' is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is '''Field Medic''', which has the same effect as vanilla of making Medikit items usable 3 times.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> ''Allows 3 uses of Medikit items.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''''<br />
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.''<br />
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]'''Revive'''<br/>''''<br />
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''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.''<br />
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs'''<br/>''''<br />
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:SUPPORT SAVIOR.png|32px|center]]'''Savior'''<br/>''''<br />
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''''<br />
|MSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 5<br />
|-<br />
|Corporal|| 0 || 1 || 2 || 7<br />
|-<br />
|Sergeant|| 1 || 2 || 2 || 9<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 2 || 11<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 2 || 13<br />
|-<br />
|Master Sergeant|| 1 || 3 || 3 || 16<br />
|}<br />
<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Medic_(Long_War)&diff=57313Medic (Long War)2014-06-18T20:51:04Z<p>Psiclone: </p>
<hr />
<div>'''The Medic''' is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is '''Field Medic''', which has the same effect as vanilla of making Medikit items usable 3 times.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]'''Field Medic''' <br/> ''Allows 3 uses of Medikit items.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''''<br />
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.''<br />
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]'''Revive'''<br/>''''<br />
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''''<br />
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs'''<br/>''''<br />
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Suppression'''<br/>''''<br />
|TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:SUPPORT SAVIOR.png|32px|center]]'''Savior'''<br/>''''<br />
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''''<br />
|MSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 5<br />
|-<br />
|Corporal|| 0 || 1 || 2 || 7<br />
|-<br />
|Sergeant|| 1 || 2 || 2 || 9<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 2 || 11<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 2 || 13<br />
|-<br />
|Master Sergeant|| 1 || 3 || 3 || 16<br />
|}<br />
<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Engineer_(Long_War)&diff=57312Engineer (Long War)2014-06-18T20:49:25Z<p>Psiclone: </p>
<hr />
<div>The '''Engineer''' is a unique class that has no equivalent in vanilla XCOM, though they borrow some elements from the Grenadier Heavy and Support classes. Engineers are specialized in the use of grenades, with their starting '''Grenadier''' ability giving them two uses of each damaging grenade item they carry, and a bonus to grenade throwing range, and have several more perks to improve grenades further. Engineers also have access to perks improving their ability to destroy cover, and improving their use of the arc thrower.<br />
<br />
:'''Primary Weapons''': Assault Rifles, Shotguns<br />
:'''Secondary Weapons''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier''' <br/> ''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|SpecialistE1='''Confers -1 Mobility'''<br />
|LCorporal1=[[File:ALIEN CLUSTERBOMB.png|32px|center]]'''Sapper'''<br/> ''+1 damage with AP and HE grenades, +2 damage with Alien grenades and triple environmental damage for all weapons.''<br />
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.''<br />
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.''<br />
|LCorporalE1=''No other bonuses.''<br />
|LCorporalE2='''Confers +1 Aim'''<br />
|LCorporalE3='''Confers +2 Aim'''<br />
|Corporal1=[[File:HEAVY HOLO.png|32px|center]]'''Holo-Targeting'''<br/>''Shooting, flushing or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.''<br />
|Corporal2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.''<br />
|Corporal3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''<br />
|CorporalE1=''No other bonuses.''<br />
|CorporalE2=''No other bonuses.''<br />
|CorporalE3='''Confers +2 Aim'''<br />
|Sergeant1=[[File:ALIEN REPAIR.png|32px|center]]'''Repair'''<br/>''Confers +2 charges for Arc Throwers.''<br />
|Sergeant2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''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.''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1='''Confers +1 Mobility'''<br />
|SergeantE2='''Confers +1 Mobility'''<br />
|SergeantE3='''Confers +1 Aim +1 Will +1 Mobility'''<br />
|TechSgt1=[[File:HEAVY HEAT AMMO.png|32px|center]]'''HEAT Warheads'''<br/>''Rockets and Grenades do 50% extra damage to robotic enemies.''<br />
|TechSgt2=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|TechSgt3=[[File:SNIPER BATTLESCANNER.png|32px|center]]'''Battle Scanner'''<br/>''Grant 2 Scanning devices. When thrown creates a new source of vision for 2 turns.''<br />
|TechSgtE1=''No other bonuses.''<br />
|TechSgtE2='''Confers +1 Will'''<br />
|TechSgtE3='''Confers +1 Aim'''<br />
|GunSgt1=[[File:MEC EXPANDED STORAGE.png|32px|center]]'''Packmaster'''<br/>''All limited-use items in your inventory receive one extra use.''<br />
|GunSgt2=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with your primary weapon and rocket launchers.''<br />
|GunSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|GunSgtE1=''No other bonuses.''<br />
|GunSgtE2='''Confers +2 Aim'''<br />
|GunSgtE3='''Confers +2 Will'''<br />
|MSgt1=[[File:ALIEN BOMBARD.png|32px|center]]'''Bombardier'''<br/>''Thrown item (grenades, battlescanners) range +50%''<br />
|MSgt2=[[File:HEAVY FIREROCKET.png|32px|center]]'''Fire Rocket'''<br/>''Fire a rocket using an equipped launcher.''<br />
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgtE1=''No other bonuses.''<br />
|MSgtE2='''Confers +2 Aim'''<br />
|MSgtE3='''Confers +3 Aim +3 Will +1 Mobility'''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 2 || 2<br />
|-<br />
|Lance Corporal|| 0 || 1 || 2 || 4<br />
|-<br />
|Corporal|| 1 || 2 || 2 || 6<br />
|-<br />
|Sergeant|| 0 || 2 || 2 || 8<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 2 || 10<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 2 || 12<br />
|-<br />
|Master Sergeant|| 1 || 4 || 2 || 14<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Assault_(Long_War)&diff=57311Assault (Long War)2014-06-18T20:47:02Z<p>Psiclone: </p>
<hr />
<div>The Long War '''Assault''' is similar to the vanilla Assault. Their signature ability is '''Run & Gun''', which works exactly as it does in vanilla XCOM.<br />
<br />
:'''Primary Weapons''': Assault Rifles, Shotguns<br />
:'''Secondary Weapons''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun'''<br/>''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|LCorporal2=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist'''<br/>''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
|LCorporal3=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''<br />
|Corporal2=[[File:HEAVY GRENADIER.png|32px|center]]'''Grenadier'''<br/>''Allows two uses of damaging grenade items, and increases grenade throw range by 20%.''<br />
|Corporal3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|Sergeant2=[[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct'''<br/>''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes'''<br/>''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.''<br />
|TechSgt2=[[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close Encounters'''<br/>''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|TechSgt3=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will To Survive'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.''<br />
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 3 || 3<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 6<br />
|-<br />
|Corporal|| 1 || 2 || 3 || 9<br />
|-<br />
|Sergeant|| 0 || 2 || 3 || 12<br />
|-<br />
|Tech Sergeant|| 1 || 3 || 3 || 15<br />
|-<br />
|Gunnery Sergeant|| 0 || 3 || 3 || 18<br />
|-<br />
|Master Sergeant|| 1 || 4 || 3 || 21<br />
|}<br />
<br />
[[Category:Soldiers (Long War)]]<br />
[[Category:Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Scout_(Long_War)&diff=57310Scout (Long War)2014-06-18T20:44:17Z<p>Psiclone: </p>
<hr />
<div>'''The Scout''' is a unique class that doesn't have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is Lightning Reflexes, greatly reducing the chance to be hit by overwatch fire while moving. Scouts are the only class other than Snipers that can use sniper rifles.<br />
<br />
:'''Primary Weapon''': Sniper Rifles, Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.''<br />
|SpecialistE1= ''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]'''Damn Good Ground'''<br/>''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).''<br />
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]'''Battlescanner'''<br/>''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.''<br />
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]'''Rapid Reaction'''<br/>''Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]'''Lone Wolf'''<br/>''+10 Aim and Crit when no allies within 7 tiles.''<br />
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]'''Flush'''<br/>''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.''<br />
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''+3 mobility.''<br />
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]'''Low Profile'''<br/>''Low cover counts as full.''<br />
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]'''In The Zone'''<br/>''Killing a flanked or uncovered target with the sniper rifle does not cost an action.''<br />
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]'''Snap Shot'''<br/>''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience'''<br/>''Confers immunity to critical hits.''<br />
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Additional 2 damage against any human target and any alien that has been autopsied.''<br />
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 0 || 0 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 0 || 3 || 8<br />
|-<br />
|Corporal|| 1 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 0 || 1 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 1 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 1 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 2 || 5 || 25<br />
|}<br />
<br />
[[Category:Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=57309Infantry (Long War)2014-06-18T20:43:15Z<p>Psiclone: </p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''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.''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=57308Infantry (Long War)2014-06-18T20:41:43Z<p>Psiclone: </p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic.''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon.''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''Reduces all normal damage taken by 1.5 if in cover and not flanked.''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''Bonus +10 Aim against enemies in full cover, crit chance +10% against all targets.''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''Confers immunity to critical hits.''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=57307Infantry (Long War)2014-06-18T20:37:42Z<p>Psiclone: </p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''+1 damage with primary weapon''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Infantry_(Long_War)&diff=57306Infantry (Long War)2014-06-18T20:34:05Z<p>Psiclone: </p>
<hr />
<div>The '''Infantry''' class borrows elements from vanilla XCOM's Assault and Heavy classes. Their signature ability is '''Light 'Em Up''', which behaves identically to the vanilla Heavy's Bullet Swarm perk.<br />
<br />
:'''Primary Weapon''': Assault Rifles, Shotguns<br />
:'''Secondary Weapon''': Pistols<br />
<br />
== Abilities ==<br />
{{Class Tree (Long War)|<br />
|Specialist1=[[File:HEAVY BULLETSWARM.png|32px|center]]'''Light 'Em Up'''<br/>''Firing with the first action no longer ends turn.''<br />
|SpecialistE1=''No other bonuses.''{{Verify}}<br />
|LCorporal1=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''''<br />
|LCorporal2=[[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner'''<br/>''''<br />
|LCorporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]'''Steadfast'''<br/>''Immune to panic, except Psi Panic''<br />
|LCorporalE1=''''<br />
|LCorporalE2=''''<br />
|LCorporalE3=''''<br />
|Corporal1=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''''<br />
|Corporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger'''<br/>''Confers 2 bonus damage with pistols.''<br />
|Corporal3=[[File:ALIEN CANNONFIRE.png|32px|center]]'''Ranger'''<br/>''''<br />
|CorporalE1=''''<br />
|CorporalE2=''''<br />
|CorporalE3=''''<br />
|Sergeant1=[[File:HEAVY SUPPRESSION.png|32px|center]]'''Suppression'''<br/>''''<br />
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression'''<br/>''''<br />
|Sergeant3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''''<br />
|SergeantE1=''''<br />
|SergeantE2=''''<br />
|SergeantE3=''''<br />
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Lock N' Load'''<br/>''''<br />
|TechSgt2=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]'''Will to Survive'''<br/>''''<br />
|TechSgt3=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]'''Sharpshooter'''<br/>''''<br />
|TechSgtE1=''''<br />
|TechSgtE2=''''<br />
|TechSgtE3=''''<br />
|GunSgt1=[[File:SUPPORT SENTINEL.png|32px|center]]'''Sentinel'''<br/>''''<br />
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''''<br />
|GunSgt3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On'''<br/>''''<br />
|GunSgtE1=''''<br />
|GunSgtE2=''''<br />
|GunSgtE3=''''<br />
|MSgt1=[[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire'''<br/>''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|MSgt2=[[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resillience'''<br/>''''<br />
|MSgt3=[[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital Point Targeting'''<br/>''Confers 2 bonus damage against targets that have been autopsied.''<br />
|MSgtE1=''''<br />
|MSgtE2=''''<br />
|MSgtE3=''''<br />
}}<br />
<br />
== Stat Progression ==<br />
<br />
{| class="wikitable"<br />
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim<br />
|-<br />
|Specialist|| 1 || 1 || 5 || 5<br />
|-<br />
|Lance Corporal|| 0 || 1 || 3 || 8<br />
|-<br />
|Corporal|| 0 || 1 || 3 || 11<br />
|-<br />
|Sergeant|| 1 || 2 || 3 || 14<br />
|-<br />
|Tech Sergeant|| 0 || 2 || 3 || 17<br />
|-<br />
|Gunnery Sergeant|| 0 || 2 || 3 || 20<br />
|-<br />
|Master Sergeant|| 1 || 3 || 5 || 25<br />
|}<br />
<br />
[[Category: Long War]]<br />
[[Category:Soldiers (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template:Prefix-list&diff=57061Template:Prefix-list2014-06-10T20:10:23Z<p>Psiclone: Blanked the page</p>
<hr />
<div></div>Psiclonehttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=57060Missions (Long War)2014-06-10T20:04:23Z<p>Psiclone: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
==Standard Missions==<br />
====Alien Abductions====<br />
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.<br />
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.<br />
====UFO Crash Site====<br />
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.<br />
====UFO Landing Site====<br />
====Swarming====<br />
Similar to the Terror missions from vanilla. In Swarming you are required to eliminate all hostiles and save as many civilians as you can. However, any civilian killed during the mission will still cause an increase in panic in the country.<br />
====Council Missions====<br />
====Target Extraction====<br />
====Bomb Disposal====<br />
====Target Escort====<br />
====Asset Recovery====<br />
====Covert Data Recovery====<br />
====Covert Extraction====<br />
====Exalt Base Assault====<br />
<br />
<br />
==Essential Missions==<br />
====XCOM Base Defense====<br />
====Alien Base Assault====<br />
====Overseer Crash Site====<br />
====Temple Ship Assault====<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template:Prefix-list&diff=57059Template:Prefix-list2014-06-10T19:36:44Z<p>Psiclone: </p>
<hr />
<div>*Apollo<br />
*Bell<br />
*Blade<br />
*Breath<br />
*Calm<br />
*Crone<br />
*Crown<br />
*Daze<br />
*Dream<br />
*Druid<br />
*Empire<br />
*Engine<br />
*Fall<br />
*Father<br />
*Fear<br />
*Fog<br />
*Future<br />
*Grave<br />
*God<br />
*Hammer<br />
*Hawk<br />
*Hydra<br />
*Hymn<br />
*Jester<br />
*Justice<br />
*King<br />
*Line<br />
*Law<br />
*Moon<br />
*Mother<br />
*Mountain<br />
*Night<br />
*Palace<br />
*Paramour<br />
*Pipe<br />
*Priest<br />
*Prophet<br />
*Pyre<br />
*Rain<br />
*Ring<br />
*Savior<br />
*Scepter<br />
*Serpent<br />
*Shield<br />
*Shroud<br />
*Skull<br />
*Smoke<br />
*Stallion<br />
*Star<br />
*Stranger<br />
*Stroke<br />
*Summer<br />
*Sword<br />
*Tears<br />
*Thorn<br />
*Throne<br />
*Thunder<br />
*Vanguard<br />
*Whisper</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template:Prefix-list&diff=57058Template:Prefix-list2014-06-10T19:35:12Z<p>Psiclone: </p>
<hr />
<div>*Apollo<br />
*Bell<br />
*Blade<br />
Breath<br />
Calm<br />
Crone<br />
Crown<br />
Daze<br />
Dream<br />
Druid<br />
Empire<br />
Engine<br />
Fall<br />
Father<br />
Fear<br />
Fog<br />
Future<br />
Grave<br />
God<br />
Hammer<br />
Hawk<br />
Hydra<br />
Hymn<br />
Jester<br />
Justice<br />
King<br />
Line<br />
Law<br />
Moon<br />
Mother<br />
Mountain<br />
Night<br />
Palace<br />
Paramour<br />
Pipe<br />
Priest<br />
Prophet<br />
Pyre<br />
Rain<br />
Ring<br />
Savior<br />
Scepter<br />
Serpent<br />
Shield<br />
Shroud<br />
Skull<br />
Smoke<br />
Stallion<br />
Star<br />
Stranger<br />
Stroke<br />
Summer<br />
Sword<br />
Tears<br />
Thorn<br />
*Throne<br />
*Thunder<br />
*Vanguard<br />
*Whisper</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template:Prefix-list&diff=57057Template:Prefix-list2014-06-10T19:32:13Z<p>Psiclone: Created page with "Apollo Bell Blade Breath Calm Crone Crown Daze Dream Druid Empire Engine Fall Father Fear Fog Future Grave God Hammer Hawk Hydra Hymn Jester Justice King Line Law Moon Mother ..."</p>
<hr />
<div>Apollo<br />
Bell<br />
Blade<br />
Breath<br />
Calm<br />
Crone<br />
Crown<br />
Daze<br />
Dream<br />
Druid<br />
Empire<br />
Engine<br />
Fall<br />
Father<br />
Fear<br />
Fog<br />
Future<br />
Grave<br />
God<br />
Hammer<br />
Hawk<br />
Hydra<br />
Hymn<br />
Jester<br />
Justice<br />
King<br />
Line<br />
Law<br />
Moon<br />
Mother<br />
Mountain<br />
Night<br />
Palace<br />
Paramour<br />
Pipe<br />
Priest<br />
Prophet<br />
Pyre<br />
Rain<br />
Ring<br />
Savior<br />
Scepter<br />
Serpent<br />
Shield<br />
Shroud<br />
Skull<br />
Smoke<br />
Stallion<br />
Star<br />
Stranger<br />
Stroke<br />
Summer<br />
Sword<br />
Tears<br />
Thorn<br />
Throne<br />
Thunder<br />
Vanguard<br />
Whisper</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=57056Missions (Long War)2014-06-10T19:21:34Z<p>Psiclone: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
==Standard Missions==<br />
====Alien Abductions====<br />
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.<br />
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.<br />
====UFO Crash Site====<br />
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.<br />
====UFO Landing Site====<br />
====Swarming====<br />
Similar to the Terror missions from vanilla. In Swarming you are required to eliminate all hostiles and save as many civilians as you can. However, any civilian killed during the mission will still cause an increase in panic in the country.<br />
====Council Missions====<br />
====Target Extraction====<br />
====Bomb Disposal====<br />
====Target Escort====<br />
====Asset Recovery====<br />
====Covert Data Recovery====<br />
====Covert Extraction====<br />
====Exalt Base Assault====<br />
<br />
<br />
==Essential Missions==<br />
====XCOM Base Defense====<br />
====Alien Base Assault====<br />
====Overseer Crash Site====<br />
====Temple Ship Assault====<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=57055Missions (Long War)2014-06-10T19:20:23Z<p>Psiclone: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
==Standard Missions==<br />
====Alien Abductions====<br />
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.<br />
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.<br />
====UFO Crash Site====<br />
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.<br />
====UFO Landing Site====<br />
====Swarming====<br />
Similar to the Terror missions from vanilla. In Swarming you are required to eliminate all hostiles and save as many civilians as you can. However, any civilian killed during the mission will still cause an increase in panic in the country.<br />
====Council Missions====<br />
====Target Extraction====<br />
====Bomb Disposal====<br />
====Target Escort====<br />
====Asset Recovery====<br />
====Covert Data Recovery====<br />
====Covert Extraction====<br />
====Exalt Base Assault====<br />
====XCOM Base Defense====<br />
<br />
==Essential Missions==<br />
====Alien Base Assault====<br />
====Overseer Crash Site====<br />
====Temple Ship Assault====<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=57054Missions (Long War)2014-06-10T18:19:19Z<p>Psiclone: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
==Standard Missions==<br />
====Alien Abductions====<br />
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.<br />
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.<br />
====UFO Crash Site====<br />
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.<br />
====UFO Landing Site====<br />
====Swarming====<br />
====Council Missions====<br />
====Target Extraction====<br />
====Bomb Disposal====<br />
====Target Escort====<br />
====Asset Recovery====<br />
====Covert Data Recovery====<br />
====Covert Extraction====<br />
====Exalt Base Assault====<br />
====XCOM Base Defense====<br />
<br />
==Essential Missions==<br />
====Alien Base Assault====<br />
====Overseer Crash Site====<br />
====Temple Ship Assault====<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=57053Missions (Long War)2014-06-10T18:17:09Z<p>Psiclone: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
==Standard Missions==<br />
====Alien Abductions====<br />
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.<br />
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.<br />
====UFO Crash Site====<br />
====UFO Landing Site====<br />
====Swarming====<br />
====Council Missions====<br />
====Target Extraction====<br />
====Bomb Disposal====<br />
====Target Escort====<br />
====Asset Recovery====<br />
====Covert Data Recovery====<br />
====Covert Extraction====<br />
====Exalt Base Assault====<br />
====XCOM Base Defense====<br />
<br />
==Essential Missions==<br />
====Alien Base Assault====<br />
====Overseer Crash Site====<br />
====Temple Ship Assault====<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Missions_(Long_War)&diff=57052Missions (Long War)2014-06-10T18:16:15Z<p>Psiclone: </p>
<hr />
<div>{{Template:STUB}}<br />
<br />
==Standard Missions==<br />
====Alien Abductions====<br />
Abductions are heavly modified in the Long War: no longer the Panic-fest (that distinction now goes to random events of public UFO sightings in uncovered-- thus, un-interceptable-- Countries), the aliens will start with only one target country at a time, with Council rewards always being credits.<br />
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.<br />
====UFO Crash Site====<br />
====UFO Landing Site====<br />
====Swarming====<br />
====Council Missions====<br />
====Target Extraction====<br />
====Bomb Disposal====<br />
====Target Escort====<br />
====Asset Recovery====<br />
====Covert Data Recovery====<br />
====Covert Extraction====<br />
====Exalt Base Assault====<br />
====XCOM Base Defense====<br />
<br />
==Essential Missions==<br />
====Alien Base Assault====<br />
====Overseer Crash Site====<br />
====Temple Ship Assault====<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template_talk:Facilities_Data_Box_(Long_War)&diff=57051Template talk:Facilities Data Box (Long War)2014-06-10T18:06:04Z<p>Psiclone: </p>
<hr />
<div>Any specific design choice for having the tables align to the right side of the page? Is this to leave room for other content on the facility pages?[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 13:13, 10 June 2014 (EDT)<br />
:Yeah, exactly that. Do you got a better suggestion? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:22, 10 June 2014 (EDT)<br />
::No I don't. I think the order of items in the box could be rearranged. I was in the process of copying the format on the xcom wiki when you when through and updated all the pages. I like the box but I think items should be in the following order.[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 13:31, 10 June 2014 (EDT)<br />
:::I replaced the template with the one you posted before. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:59, 10 June 2014 (EDT)<br />
::::Coolio. Thanks.[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 14:06, 10 June 2014 (EDT)</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template_talk:Facilities_Data_Box_(Long_War)&diff=57048Template talk:Facilities Data Box (Long War)2014-06-10T17:31:14Z<p>Psiclone: </p>
<hr />
<div>Any specific design choice for having the tables align to the right side of the page? Is this to leave room for other content on the facility pages?[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 13:13, 10 June 2014 (EDT)<br />
:Yeah, exactly that. Do you got a better suggestion? [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:22, 10 June 2014 (EDT)<br />
::No I don't. I think the order of items in the box could be rearranged. I was in the process of copying the format on the xcom wiki when you when through and updated all the pages. I like the box but I think items should be in the following order.[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 13:31, 10 June 2014 (EDT)<br />
<br />
<div style="float: right; border: 1px; padding: 10px 10px 10px 20px"><br />
{| class="wikitable" <br />
|-<br />
| '''Research Required'''<br />
| align="center" | {{{requires}}}<br />
|-<br />
| '''Manpower Required'''<br />
| align="center" | {{{manpower}}}<br />
|-<br />
| '''Power'''<br />
| align="center" | {{{power}}}<br />
|-<br />
| '''Base Costs'''<br />
| align="center" | {{{costs}}}<br>{{{quicklycosts}}} (Quick Build)<br />
|-<br />
| '''Build Time'''<br />
| align="center" | {{{build time}}}<br>{{{quickly build time}}} (Quick Build)<br />
|-<br />
| '''Provides'''<br />
| align="center" | {{{provides}}}<br />
|-<br />
| '''Adjacency Bonus'''<br />
| align="center" | {{{adjacency}}}<br />
|-<br />
| '''Maintenance'''<br />
| align="center" | {{{maintenance}}}<br />
|}<br />
</div><br />
<noinclude><br />
[[Category: Templates (Long War)]]<br />
</noinclude></div>Psiclonehttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=57045MEC Trooper (Long War)2014-06-10T17:24:49Z<p>Psiclone: </p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
<br />
[[MEC Trooper (Long War)|MEC Trooper]]<br/><br />
[[Jaeger (Long War)|Jaeger]]<br/><br />
[[Pathfinder (Long War)|Pathfinder]]<br/><br />
[[Valkyrie (Long War)|Valkyrie]]<br/><br />
[[Marauder (Long War)|Marauder]]<br/><br />
[[Goliath (Long War)|Goliath]]<br/><br />
[[Archer (Long War)|Archer]]<br/><br />
[[Guardian (Long War)|Guardian]]<br/><br />
[[Saburai (Long War)|Saburai]]<br/></div>Psiclonehttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&diff=57044MEC Trooper (Long War)2014-06-10T17:24:31Z<p>Psiclone: Created page with "MEC Trooper<br/> Jaeger<br/> Pathfinder<br/> Valkyrie<br/> Marauder (Long ..."</p>
<hr />
<div>[[MEC Trooper (Long War)|MEC Trooper]]<br/><br />
[[Jaeger (Long War)|Jaeger]]<br/><br />
[[Pathfinder (Long War)|Pathfinder]]<br/><br />
[[Valkyrie (Long War)|Valkyrie]]<br/><br />
[[Marauder (Long War)|Marauder]]<br/><br />
[[Goliath (Long War)|Goliath]]<br/><br />
[[Archer (Long War)|Archer]]<br/><br />
[[Guardian (Long War)|Guardian]]<br/><br />
[[Saburai (Long War)|Saburai]]<br/></div>Psiclonehttps://www.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&diff=57042HQ Facilities (Long War)2014-06-10T17:20:22Z<p>Psiclone: </p>
<hr />
<div><br />
=HQ facilities=<br />
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.<br />
<br />
==Static facilities==<br />
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.<br />
<br />
===[[Mission Control (Long War)|Mission Control]]===<br />
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.<br />
<br />
===[[Situation Room (Long War)|Situation Room]]===<br />
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.<br />
<br />
===[[Engineering (Long War)|Engineering]]===<br />
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.<br />
<br />
===[[Research (Long War)|Research Labs]]===<br />
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.<br />
<br />
===[[Barracks (Long War)|Barracks]]===<br />
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.<br />
<br />
===[[Hangar (Long War)|Hangar]]===<br />
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.<br />
<br />
==Additional facilities==<br />
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.<br />
<br />
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.<br />
<br />
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.<br />
<br />
===[[Access Lift (Long War)|Access Lift]]===<br />
<br />
===[[Alien Containment (Long War)|Alien Containment]]===<br />
<br />
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===<br />
<br />
===[[Elerium Generator (Long War)|Elerium Generator]]===<br />
<br />
===[[Fission Generator (Long War)|Fission Generator]]===<br />
<br />
===[[Foundry (Long War)|Foundry]]===<br />
<br />
===[[Genetics Lab (Long War)|Genetics Lab]]===<br />
<br />
===[[Hyperwave Relay (Long War)|Hyperwave Relay]]===<br />
<br />
===[[Laboratory (Long War)|Laboratory]]===<br />
<br />
===[[Officer Training School (Long War)|Officer Training School]]===<br />
<br />
===[[Psionics Labs (Long War)|Psionic Labs]]===<br />
<br />
===[[Satellite Nexus (Long War)|Satellite Nexus]]===<br />
<br />
===[[Satellite Uplink (Long War)|Satellite Uplink]]===<br />
<br />
===[[Thermo Generator (Long War)|Thermo Generator]]===<br />
<br />
===[[Workshop (Long War)|Workshop]]===<br />
<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Template_talk:Facilities_Data_Box_(Long_War)&diff=57041Template talk:Facilities Data Box (Long War)2014-06-10T17:13:38Z<p>Psiclone: Created page with "Any specific design choice for having the tables align to the right side of the page? Is this to leave room for other content on the facility pages?~~~~"</p>
<hr />
<div>Any specific design choice for having the tables align to the right side of the page? Is this to leave room for other content on the facility pages?[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 13:13, 10 June 2014 (EDT)</div>Psiclonehttps://www.ufopaedia.org/index.php?title=User_talk:Binkyuk&diff=57040User talk:Binkyuk2014-06-10T17:12:34Z<p>Psiclone: </p>
<hr />
<div>I just learned how categories worked. I created the HQ facilities page in the format a category page would do it automatically. I've corrected this.[[User:Psiclone|Psiclone]] ([[User talk:Psiclone|talk]]) 13:12, 10 June 2014 (EDT)<br />
:Don't worry too much about categories since I got that one covered and I'm aiming to keep the categories consistent with the rest of the wiki. I've created a template for HQ Facilities for better presentation of data. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 12:59, 10 June 2014 (EDT)</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&diff=57033Fission Generator (Long War)2014-06-10T16:48:59Z<p>Psiclone: </p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
<br />
==In-Game Description==<br />
'''Notes:''' Power Generators supply the power to run new facilities. Each generator supplies +6 power<br><br />
'''Adjacency Bonus:''' +3 power for every adjacent power facility.<br><br />
<br />
==Facility Requirements==<br />
'''Prerequisites:''' None<br><br />
<br />
====Build Normally====<br />
'''Time to Build:''' 10 Days (? days with Advanced Construction)<br><br />
'''Requirements:''' $120<br><br />
<br />
====Build Quickly====<br />
'''Time to Build:''' 5 Days (? days with Advanced Construction)<br><br />
'''Requirements:''' $180, 10x Meld<br><br />
<br />
==Maintenance==<br />
$25 every month<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&diff=57032Fission Generator (Long War)2014-06-10T16:48:43Z<p>Psiclone: </p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
<br />
==In-Game Description==<br />
'''Notes:''' Power Generators supply the power to run new facilities. Each generator supplies +6 power<br><br />
'''Adjacency Bonus:''' +3 power for every adjacent power facility.<br><br />
<br />
==Facility Requirements==<br />
'''Prerequisites:''' None<br><br />
<br />
====Build Normally====<br />
'''Time to Build:''' 10 Days (? days with Advanced Construction)<br><br />
'''Requirements:''' $120<br><br />
<br />
===Build Quickly====<br />
'''Time to Build:''' 5 Days (? days with Advanced Construction)<br><br />
'''Requirements:''' $180, 10x Meld<br><br />
<br />
==Maintenance==<br />
$25 every month<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&diff=57027Fission Generator (Long War)2014-06-10T16:46:11Z<p>Psiclone: </p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
<br />
==In-Game Description==<br />
Power Generators supply the power to run new facilities. Each generator supplies +6 power<br><br />
Adjacency Bonus: +3 power for every adjacent power facility.<br><br />
<br />
==Facility Requirements==<br />
Prerequisites: None<br><br />
<br />
====Build Normally====<br />
Time to Build: 10 Days (? days with Advanced Construction)<br><br />
Requirements: $120<br><br />
<br />
===Build Quickly====<br />
Time to Build: 5 Days (? days with Advanced Construction)<br><br />
Requirements: $180, 10x Meld<br><br />
<br />
==Maintenance==<br />
$25 every month<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&diff=57021Fission Generator (Long War)2014-06-10T16:45:21Z<p>Psiclone: </p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
<br />
==In-Game Description==<br />
Power Generators supply the power to run new facilities. Each generator supplies +6 power<br><br />
Adjacency Bonus: +3 power for every adjacent power facility.<br><br />
<br />
==Facility Requirements==<br />
Prerequisites: None<br><br />
<br />
====Build Normally====<br />
Time to Build: 10 Days (? days with Advanced Construction)<br><br />
Requirements: $120<br><br />
<br />
===Build Quickly====<br />
Time to Build: 5 Days (? days with Advanced Construction)<br><br />
Requirements: $180, 10x Meld<br><br />
<br />
==Maintenence==<br />
$25 every month<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=Fission_Generator_(Long_War)&diff=57016Fission Generator (Long War)2014-06-10T16:41:46Z<p>Psiclone: </p>
<hr />
<div>{{Template:REWRITE NEEDED (EU2012)}}<br />
<br />
==In-Game Description==<br />
Notes: Power Generators supply the power to run new facilities. Each generator supplies +6 power<br><br />
Adjacency Bonus: +3 power for every adjacent power facility.<br><br />
<br />
==Facility Requirements==<br />
Prerequisites: None<br><br />
<br />
====Build Normally====<br />
Time to Build: 10 Days (? days with Advanced Construction)<br><br />
Requirements: $120<br><br />
<br />
===Build Quickly====<br />
Time to Build: 5 Days (? days with Advanced Construction)<br><br />
Requirements: $180, 10x Meld<br><br />
<br />
==Maintenence==<br />
$25 every month<br><br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&diff=57009HQ Facilities (Long War)2014-06-10T16:25:40Z<p>Psiclone: </p>
<hr />
<div><br />
=HQ facilities=<br />
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.<br />
<br />
==Static facilities==<br />
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.<br />
<br />
===[[Mission Control (Long War)|Mission Control]]===<br />
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.<br />
<br />
===[[Situation Room (Long War)|Situation Room]]===<br />
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.<br />
<br />
===[[Engineering (Long War)|Engineering]]===<br />
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.<br />
<br />
===[[Research (Long War)|Research Labs]]===<br />
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.<br />
<br />
===[[Barracks (Long War)|Barracks]]===<br />
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.<br />
<br />
===[[Hangar (Long War)|Hangar]]===<br />
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.<br />
Additional facilities<br />
<br />
==Additional facilities==<br />
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.<br />
<br />
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.<br />
<br />
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.<br />
<br />
===[[Access Lift (Long War)|Access Lift]]===<br />
<br />
===[[Alien Containment (Long War)|Alien Containment]]===<br />
<br />
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===<br />
<br />
===[[Fission Generator (Long War)|Fission Generator]]===<br />
<br />
===[[Thermo Generator (Long War)|Thermo Generator]]===<br />
<br />
===[[Foundry (Long War)|Foundry]]===<br />
<br />
===[[Genetics Lab (Long War)|Genetics Lab]]===<br />
<br />
===[[Laboratory (Long War)|Laboratory]]===<br />
<br />
===[[Officer Training School (Long War)|Officer Training School]]===<br />
<br />
===[[Psionics Labs (Long War)|Psionic Labs]]===<br />
<br />
===[[Satellite Nexus (Long War)|Satellite Nexus]]===<br />
<br />
===[[Satellite Uplink (Long War)|Satellite Uplink]]===<br />
<br />
===[[Workshop (Long War)|Workshop]]===<br />
<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&diff=57008HQ Facilities (Long War)2014-06-10T16:25:10Z<p>Psiclone: </p>
<hr />
<div><br />
=HQ facilities=<br />
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.<br />
<br />
==Static facilities==<br />
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.<br />
<br />
===[[Mission Control (Long War)|Mission Control]]===<br />
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.<br />
<br />
===[[Situation Room (Long War)|Situation Room]]===<br />
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.<br />
<br />
===[[Engineering (Long War)|Engineering]]===<br />
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.<br />
<br />
===[[Research Lab (Long War)|Research]]===<br />
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.<br />
<br />
===[[Barracks (Long War)|Barracks]]===<br />
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.<br />
<br />
===[[Hangar (Long War)|Hangar]]===<br />
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.<br />
Additional facilities<br />
<br />
==Additional facilities==<br />
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.<br />
<br />
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.<br />
<br />
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.<br />
<br />
===[[Access Lift (Long War)|Access Lift]]===<br />
<br />
===[[Alien Containment (Long War)|Alien Containment]]===<br />
<br />
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===<br />
<br />
===[[Fission Generator (Long War)|Fission Generator]]===<br />
<br />
===[[Thermo Generator (Long War)|Thermo Generator]]===<br />
<br />
===[[Foundry (Long War)|Foundry]]===<br />
<br />
===[[Genetics Lab (Long War)|Genetics Lab]]===<br />
<br />
===[[Laboratory (Long War)|Laboratory]]===<br />
<br />
===[[Officer Training School (Long War)|Officer Training School]]===<br />
<br />
===[[Psionics Labs (Long War)|Psionic Labs]]===<br />
<br />
===[[Satellite Nexus (Long War)|Satellite Nexus]]===<br />
<br />
===[[Satellite Uplink (Long War)|Satellite Uplink]]===<br />
<br />
===[[Workshop (Long War)|Workshop]]===<br />
<br />
<br />
<br />
<br />
[[Category: Long War]]<br />
[[Category: HQ Facilities (Long War)]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&diff=56977HQ Facilities (Long War)2014-06-10T15:42:20Z<p>Psiclone: </p>
<hr />
<div><br />
=HQ facilities=<br />
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.<br />
<br />
==Static facilities==<br />
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.<br />
<br />
===[[Mission Control (Long War)|Mission Control]]===<br />
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.<br />
<br />
===[[Situation Room (Long War)|Situation Room]]===<br />
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.<br />
<br />
===[[Engineering (Long War)|Engineering]]===<br />
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.<br />
<br />
===[[Research Labs (Long War)|Research Labs]]===<br />
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.<br />
<br />
===[[Barracks (Long War)|Barracks]]===<br />
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.<br />
<br />
===[[Hangar (Long War)|Hangar]]===<br />
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.<br />
Additional facilities<br />
<br />
==Additional facilities==<br />
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.<br />
<br />
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.<br />
<br />
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.<br />
<br />
===[[Access Lift (Long War)|Access Lift]]===<br />
<br />
===[[Alien Containment (Long War)|Alien Containment]]===<br />
<br />
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===<br />
<br />
===[[Fission Generator (Long War)|Fission Generator]]===<br />
<br />
===[[Thermo Generator (Long War)|Thermo Generator]]===<br />
<br />
===[[Foundry (Long War)|Foundry]]===<br />
<br />
===[[Genetics Lab (Long War)|Genetics Lab]]===<br />
<br />
===[[Laboratory (Long War)|Laboratory]]===<br />
<br />
===[[Officer Training School (Long War)|Officer Training School]]===<br />
<br />
===[[Psionics Labs (Long War)|Psionic Labs]]===<br />
<br />
===[[Satellite Nexus (Long War)|Satellite Nexus]]===<br />
<br />
===[[Satellite Uplink (Long War)|Satellite Uplink]]===<br />
<br />
===[[Workshop (Long War)|Workshop]]===<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclonehttps://www.ufopaedia.org/index.php?title=HQ_Facilities_(Long_War)&diff=56976HQ Facilities (Long War)2014-06-10T15:40:21Z<p>Psiclone: </p>
<hr />
<div><br />
=HQ Facilities=<br />
The XCOM Headquarters is made up of numerous facilities that are responsible for managing and supplementing the base's important strategic and research functions. The base building in Long War is mostly the same as vanilla, with pretty much every building doing what you'd expect it to from vanilla. Base facilities can optionally be built quickly by selecting the option when building the facility, which will make it cost considerably more cash and some Meld.<br />
<br />
==Static facilities==<br />
Several crucial facilities are automatically available to player and their base locations remain static throughout the game.<br />
<br />
===[[Mission Control (Long War)|Mission Control]]===<br />
The focus of XCOM engagement. Features a rotating hologram of Earth (referred to by Bradford as a 'hologlobe'). In this room you can scan for incoming alien contacts through XCOM's satellite network (allowing for the passage of time), and missions can be launched from here.<br />
<br />
===[[Situation Room (Long War)|Situation Room]]===<br />
The Situation Room has two primary uses. The first is monitoring the panic levels the individual nations of The Council and launching satellites to help mitigate that panic and provide additional coverage against alien UFOs. The second is managing XCOM's finances and resources; in the Situation Room you can see your monthly expenditures and incomes, visit the Gray Market, and review any Pending Requests from The Council.<br />
<br />
===[[Engineering (Long War)|Engineering]]===<br />
This facility, managed by Dr. Shen, allows players to build a wide variety of items that have been researched by the scientists in the labs or designed by the engineers in the Foundry.<br />
<br />
===[[Research Labs (Long War)|Research Labs]]===<br />
The research team, headed by Dr. Vahlen, can be found in this location. The laboratory allows players to research upgrades and can be improved to increase research speed. In this room players can also peruse the research archives, detailing previously completed projects.<br />
<br />
===[[Barracks (Long War)|Barracks]]===<br />
In the Barracks, players can manage their soldiers, including equipping and customizing the troops, managing their skills and hiring new soldiers. There is also a Memorial Wall dedicated to those who have lost their lives in the line of duty. Players can also access the Officer Training School and the Psionic Labs through the Barracks.<br />
<br />
===[[Hangar (Long War)|Hangar]]===<br />
The Hangar allows players to manage their aircraft, including purchasing new Interceptors, transferring craft between continents, and changing their weapon load-outs.<br />
Additional facilities<br />
<br />
==Additional facilities==<br />
Dozens of additional facilities can be purchased and built into player bases, bestowing certain benefits. These locations are housed in the base underneath the existing static locations. Most cave locations will require excavation before new facilities can be built in them.<br />
<br />
Most of these facilities grant an adjacency bonus, giving nearby rooms of the same type particular benefits, such as rebates on building materials or increased power from power generators. Rooms in the same category give these bonuses, so placing a Satellite Nexus next to a Satellite Uplink will grant a bonus. It's also worth noting that these bonuses go both left and right and up and down, so the most efficient placement for four facilities that can grant bonuses with each other would be putting them into a square shape.<br />
<br />
Each of these additional facilities require maintenance, which costs a fixed amount each month. The maintenance cost can be reduced by employing additional engineers. With limited resources, players will be unable to build all available facilities simultaneously.<br />
<br />
===[[Access Lift (Long War)|Access Lift]]===<br />
===[[Alien Containment (Long War)|Alien Containment]]===<br />
===[[Cybernetics Lab (Long War)|Cybernetics Lab]]===<br />
===[[Fission Generator (Long War)|Fission Generator]]===<br />
===[[Thermo Generator (Long War)|Thermo Generator]]===<br />
===[[Foundry (Long War)|Foundry]]===<br />
===[[Genetics Lab (Long War)|Genetics Lab]]===<br />
===[[Laboratory (Long War)|Laboratory]]===<br />
===[[Officer Training School (Long War)|Officer Training School]]===<br />
===[[Psionics Labs (Long War)|Psionic Labs]]===<br />
===[[Satellite Nexus (Long War)|Satellite Nexus]]===<br />
===[[Satellite Uplink (Long War)|Satellite Uplink]]===<br />
===[[Workshop (Long War)|Workshop]]===<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
[[Category: Long War]]</div>Psiclone