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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Carroway</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T04:38:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Living_Quarters_(XCOM2)&amp;diff=71418</id>
		<title>Living Quarters (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Living_Quarters_(XCOM2)&amp;diff=71418"/>
		<updated>2016-02-25T04:48:12Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Created page with &amp;quot;The living quarters is a place where your soldiers rest and, potentially sleep. It can be seen in the Avenger, but it is not a place that can be interacted with.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The living quarters is a place where your soldiers rest and, potentially sleep. It can be seen in the Avenger, but it is not a place that can be interacted with.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Finances_(XCOM2)&amp;diff=71417</id>
		<title>Finances (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Finances_(XCOM2)&amp;diff=71417"/>
		<updated>2016-02-25T04:45:36Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As you are now playing as a Resistance rather than a well-supplied (in theory) shadowy organization, you do not earn money in the same way as you did in XCOM: EU (2012). Instead of getting the bulk of your income from the monthly progress reports, there are now a variety of ways that you can earn Supplies, which act as your new currency. Intel serves as an anciellary currency, which gives you the ability to &#039;buy&#039; intelligence on Dark Events or use on the &#039;Black Market&#039; to buy supplies or other needed personelle or equipment.&lt;br /&gt;
== Supplies &amp;amp; Intel ==&lt;br /&gt;
&lt;br /&gt;
Supplies is the new term for the currency used in XCOM 2. Functionally is has the same function as credits did in XCOM: EU (2012)&lt;br /&gt;
&lt;br /&gt;
The player can earn supplies either by doing missions, or waiting or as rewards for scanning events that give supplies as a reward. You also earn Supplies during the monthly progress report, although you do not get them instantly. Instead you must fly over to a specified area and scan the area before you get the supplies.&lt;br /&gt;
&lt;br /&gt;
Supplies are needed for:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building items in Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Buying new recruits from the Avenger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building new facilities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building Radio Relays.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Creating new items in the Proving grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Upkeep for facilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Intel is a secondary currency and new to XCOM 2. It is used to buy intelligence on specific Dark Events and it is also used at the Black Market. Intel can be earned via scanning events, certain missions or by scanning the starting region of your game. While it is not as widely used as Supplies, intel can give you an edge in the campaign.&lt;br /&gt;
&lt;br /&gt;
Intel is needed for:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Revealing Hidden &#039;Dark Events&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Buying Equipment and personelle from the Black Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Establishing Contact to new regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Contacts ==&lt;br /&gt;
&lt;br /&gt;
In order to increase the amount of &#039;Supplies&#039; that you earn each month, you need to &#039;Make Contact&#039; with new regions. This is functionally the same as providing satellite coverage to countries in XCOM: EU (2012). The more regions you &#039;Make contact&#039; with, the more supplies you will earn each month. In addition to &#039;Making contact&#039; with regions, you can also add radio towers, which add bonus supplies from that region. In addition to getting more supplies, contacting regions also give you access to more missions and Scanning events, but it also opens up that region for Retaliation.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Finances_(XCOM2)&amp;diff=71416</id>
		<title>Finances (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Finances_(XCOM2)&amp;diff=71416"/>
		<updated>2016-02-25T04:45:02Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As you are now playing as a Resistance rather than a well-supplied (in theory) shadowy organization, you do not earn money in the same way as you did in XCOM: EU (2012). Instead of getting the bulk of your income from the monthly progress reports, there are now a variety of ways that you can earn Supplies, which act as your new currency. Intel serves as an anciellary currency, which gives you the ability to &#039;buy&#039; intelligence on Dark Events or use on the &#039;Black Market&#039; to buy supplies or other needed personelle or equipment.&lt;br /&gt;
== Supplies &amp;amp; Intel ==&lt;br /&gt;
&lt;br /&gt;
Supplies is the new term for the currency used in XCOM 2. Functionally is has the same function as credits did in XCOM: EU (2012)&lt;br /&gt;
&lt;br /&gt;
The player can earn supplies either by doing missions, or waiting or as rewards for scanning events that give supplies as a reward. You also earn Supplies during the monthly progress report, although you do not get them instantly. Instead you must fly over to a specified area and scan the area before you get the supplies.&lt;br /&gt;
&lt;br /&gt;
[[Supplies are needed for:]]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building items in Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Buying new recruits from the Avenger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building new facilities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building Radio Relays.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Creating new items in the Proving grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Upkeep for facilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Intel is a secondary currency and new to XCOM 2. It is used to buy intelligence on specific Dark Events and it is also used at the Black Market. Intel can be earned via scanning events, certain missions or by scanning the starting region of your game. While it is not as widely used as Supplies, intel can give you an edge in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Intel is needed for:]]&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Revealing Hidden &#039;Dark Events&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Buying Equipment and personelle from the Black Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Establishing Contact to new regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Contacts ==&lt;br /&gt;
&lt;br /&gt;
In order to increase the amount of &#039;Supplies&#039; that you earn each month, you need to &#039;Make Contact&#039; with new regions. This is functionally the same as providing satellite coverage to countries in XCOM: EU (2012). The more regions you &#039;Make contact&#039; with, the more supplies you will earn each month. In addition to &#039;Making contact&#039; with regions, you can also add radio towers, which add bonus supplies from that region. In addition to getting more supplies, contacting regions also give you access to more missions and Scanning events, but it also opens up that region for Retaliation.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Finances_(XCOM2)&amp;diff=71415</id>
		<title>Finances (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Finances_(XCOM2)&amp;diff=71415"/>
		<updated>2016-02-25T04:44:37Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added a small summary the finances and money loop present in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As you are now playing as a Resistance rather than a well-supplied (in theory) shadowy organization, you do not earn money in the same way as you did in XCOM: EU (2012). Instead of getting the bulk of your income from the monthly progress reports, there are now a variety of ways that you can earn Supplies, which act as your new currency. Intel serves as an anciellary currency, which gives you the ability to &#039;buy&#039; intelligence on Dark Events or use on the &#039;Black Market&#039; to buy supplies or other needed personelle or equipment.&lt;br /&gt;
== Supplies &amp;amp; Intel ==&lt;br /&gt;
&lt;br /&gt;
Supplies is the new term for the currency used in XCOM 2. Functionally is has the same function as credits did in XCOM: EU (2012)&lt;br /&gt;
&lt;br /&gt;
The player can earn supplies either by doing missions, or waiting or as rewards for scanning events that give supplies as a reward. You also earn Supplies during the monthly progress report, although you do not get them instantly. Instead you must fly over to a specified area and scan the area before you get the supplies.&lt;br /&gt;
&lt;br /&gt;
Supplies are needed for:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building items in Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Buying new recruits from the Avenger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building new facilities.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Building Radio Relays.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Creating new items in the Proving grounds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Upkeep for facilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Intel is a secondary currency and new to XCOM 2. It is used to buy intelligence on specific Dark Events and it is also used at the Black Market. Intel can be earned via scanning events, certain missions or by scanning the starting region of your game. While it is not as widely used as Supplies, intel can give you an edge in the campaign.&lt;br /&gt;
&lt;br /&gt;
Intel is needed for:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Revealing Hidden &#039;Dark Events&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Buying Equipment and personelle from the Black Market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Establishing Contact to new regions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Resistance Contacts ==&lt;br /&gt;
&lt;br /&gt;
In order to increase the amount of &#039;Supplies&#039; that you earn each month, you need to &#039;Make Contact&#039; with new regions. This is functionally the same as providing satellite coverage to countries in XCOM: EU (2012). The more regions you &#039;Make contact&#039; with, the more supplies you will earn each month. In addition to &#039;Making contact&#039; with regions, you can also add radio towers, which add bonus supplies from that region. In addition to getting more supplies, contacting regions also give you access to more missions and Scanning events, but it also opens up that region for Retaliation.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71298</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71298"/>
		<updated>2016-02-18T02:41:26Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the otrer soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Avenger_(XCOM2)&amp;diff=71297</id>
		<title>Avenger (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Avenger_(XCOM2)&amp;diff=71297"/>
		<updated>2016-02-18T02:34:42Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Created page with &amp;quot;A large Alien Supply barge that was captured and re-configured to serve as XCOM&amp;#039;s mobile headquarters. Instead of having an underground bunker from which to oversee all activi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A large Alien Supply barge that was captured and re-configured to serve as XCOM&#039;s mobile headquarters. Instead of having an underground bunker from which to oversee all activities, the Avenger goes from region to region in order to find local resistance cells aswell as scanning for valuable intel or supplies. &lt;br /&gt;
&lt;br /&gt;
The tutorial&#039;s first few missions revolve around getting the Avenger flight capable aswell as securing critical components for it&#039;s daily operation.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proving_Ground_(XCOM2)&amp;diff=71296</id>
		<title>Proving Ground (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proving_Ground_(XCOM2)&amp;diff=71296"/>
		<updated>2016-02-18T02:25:11Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Created page with &amp;quot;== Overview ==   The Proving grounds is akin to the Foundry in XCOM: Enemy Unknown (2012). The Proving Grounds has various projects that you can undertake that can severly inc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Proving grounds is akin to the Foundry in XCOM: Enemy Unknown (2012). The Proving Grounds has various projects that you can undertake that can severly increase the effectiveness of certain items, such as the medkit or armors and it is required to construct it in order to progress through story of the game. It is also the place where you can construct and research some of the most powerful late game equipment.&lt;br /&gt;
&lt;br /&gt;
New to XCOM 2 are the Experimental Ammo and Grenades and later Experimental Armors and Heavy Weapons. These are semi-random projects that yield a randomly selected grenade/ammo-type/armor type etc that give various bonuses to a solider, such as increased aim or the ability to poison biological targets with shots.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71295</id>
		<title>GTS (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71295"/>
		<updated>2016-02-18T02:13:24Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Created page with &amp;quot; == Overview ==  The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain va...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain various squad wide bonuses, such as increased experience etc. The GTS also allows you to train rookies into squaddies, without having them go into combat. This is handy, if you want to have a B or C team ready, without wanting them to go on risky missions, where they might potentially be killed.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=62593</id>
		<title>Valkyrie (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=62593"/>
		<updated>2015-01-01T21:15:57Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.png|left|frame|64px|Valkyrie]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Body Shield (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Jetboot Module (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Squadsight (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 7 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 11 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 14 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 18 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 21 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 4 || 25 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Frontline Offensive Support&lt;br /&gt;
&lt;br /&gt;
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it&#039;s way through firefights. &lt;br /&gt;
&lt;br /&gt;
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With &#039;&#039;&#039;Light &#039;em up&#039;&#039;&#039; as the first ability, the Valkyrie&#039;s primary weapon is its Main Gun.&lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Automated Threat Assessment, Advanced Fire Control, Reactive Targeting Sensors and Sentinel&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this. With a decent aim progression and it&#039;s increased damage output, by virtue of being a MEC, it handily replaces the Infantry&#039;s role as the primary Overwatcher during the late game. Although it does not gain HEAT ammo, it does gain Shredder Ammo, making it more effective against non-mechanical combatants, although it can still deal significant damage to mechanical units aswell. As the Valkyrie does not gain the Covering Fire ability, the Valkyrie is best used by letting it fire once and then going into overwatch, forcing the enemies to stay put while others flank them or move up. &lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Jetboost module, Shredder Ammo, Collateral damage, Vital Point Targeting and Rapid fire&#039;&#039;&#039;, the Valkyrie can become incredibly deadly and mobile, taking advantage of elevated positions to shoot down towards entrenched enemies.&lt;br /&gt;
&lt;br /&gt;
As it utilizes its main gun, due to its abilities, it&#039;s very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=62592</id>
		<title>Valkyrie (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=62592"/>
		<updated>2015-01-01T20:52:46Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.png|left|frame|64px|Valkyrie]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Body Shield (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Jetboot Module (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Squadsight (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 7 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 11 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 14 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 18 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 21 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 4 || 25 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Frontline Offensive Support&lt;br /&gt;
&lt;br /&gt;
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it&#039;s way through firefights. &lt;br /&gt;
&lt;br /&gt;
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With &#039;&#039;&#039;Light &#039;em up&#039;&#039;&#039; as the first ability, the Valkyrie&#039;s primary weapon is its Main Gun.&lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Automated Threat Assessment, Advanced Fire Control, Reactive Targeting Sensors and Sentinel&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this. With a decent aim progression and it&#039;s increased damage output, by virtue of being a MEC, it handily replaces the Infantry&#039;s role as the primary Overwatcher during the late game. Although it does not gain HEAT ammo, it does gain Shredder Ammo, making it more effective against non-mechanical combatants, although it can still deal significant damage to mechanical units aswell. &lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Jetboost module, Shredder Ammo, Collateral damage, Vital Point Targeting and Rapid fire&#039;&#039;&#039;, the Valkyrie can become incredibly deadly and mobile, taking advantage of elevated positions to shoot down towards entrenched enemies.&lt;br /&gt;
&lt;br /&gt;
As it utilizes its main gun, due to its abilities, it&#039;s very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=62591</id>
		<title>Valkyrie (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Valkyrie_(Long_War)&amp;diff=62591"/>
		<updated>2015-01-01T20:51:11Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added Tactical Advice for Valkyrie. If there is incorrect information, please do correct and note changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
[[File: CLASS MECH.png|left|frame|64px|Valkyrie]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MEC variant of the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; MEC Primary Weapons&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; MEC Secondary Weapon Systems&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items:&#039;&#039;&#039; MEC Equipment items&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Light Em Up (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Platform Stability (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Body Shield (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Automated Threat Assessment (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;Provides +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Advanced Fire Control (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Damage Control (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Jetboot Module (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provides +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Shredder Ammo (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Shock Absorbent Armor (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provides +2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Collateral Damage (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Reactive Targeting Sensors (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Repair Servos (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Lock N Load (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Absorption Fields (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Sentinel (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Squadsight (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;Provides +3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 4 || 4 || 2(3)|| 2(-3)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 7 || 2(3)|| 4(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 4 || 11 || 2(3)|| 6(-9)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 3 || 14 || 2(3)|| 8(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 4 || 18 || 2(3)|| 10(-15)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 3 || 21 || 2(3)|| 12(-18)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 4 || 25 || 2(3)|| 14(-21)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Frontline Offensive Support&lt;br /&gt;
&lt;br /&gt;
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it&#039;s way through firefights. &lt;br /&gt;
&lt;br /&gt;
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With &#039;&#039;&#039;Light &#039;em up&#039;&#039;&#039; as the first ability, the Valkyrie&#039;s primary weapon is its Main Gun.&lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Automated Threat Assessment, Advanced Fire Control, Reactive Targeting Sensors and Sentinel&#039;&#039;&#039; the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this. With a decent aim progression and it&#039;s increased damage output, by virtue of being a MEC, it handily replaces the Infantry&#039;s role as the primary Overwatcher during the late game. Although it does not gain HEAT ammo, it does gain Shredder Ammo, making it more effective against non-mechanical combatants, although it can still deal significant damage to mechanical units aswell. &lt;br /&gt;
&lt;br /&gt;
With perks such as &#039;&#039;&#039;Jetboost module, Shredder Ammo, Collateral damage, Vital Point Targeting and Rapid fire&#039;&#039;&#039;, the Valkyrie can become incredibly deadly and mobile, taking advantage of elevated positions to shoot down towards entrenched enemies.&lt;br /&gt;
&lt;br /&gt;
As it utilizes it&#039;s main gun, due to it&#039;s abilities, it is very important to keep an eye on it&#039;s ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58444</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58444"/>
		<updated>2014-08-04T20:32:50Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Formatting and slight changes for ease of reading. Specifically focused on Classes section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;One For All&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as &#039;&#039;Light &#039;Em Up&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower &#039;&#039;and&#039;&#039; the Kinetic Punch at the same time. No &amp;quot;Flaming Rocket Punch&amp;quot;, though.&lt;br /&gt;
&lt;br /&gt;
As a result, the earlier MEC units are no longer &#039;&#039;completely&#039;&#039; obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading &#039;&#039;all&#039;&#039; of their suits to the Mark 3 Paladin model.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. One notable change to Secondary Weapons is that not only can previously mutually-exclusive weapons be fitted (e.g. Flamer+Kinetic Strike) but in some cases, multiples of the &#039;&#039;same&#039;&#039; Secondary Weapon can be installed. This acts much like giving a soldier two grenades in both slots, and can allow MECs with Packmaster (such as the Shogun) to have extremely large special munition reserves - ideal for extremely long missions.&lt;br /&gt;
&lt;br /&gt;
Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +10 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +10&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good &#039;early edge&#039; when Commanders don&#039;t need (or don&#039;t have the resources to produce) lots of secondary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +14 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +15&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +18 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +20&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the &#039;&#039;Tactical Senses&#039;&#039; perk, further increasing defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt&#039;s HP bonus scales to the tier of the MEC instead of granting a flat HP boost, meaning that a Paladin suit will gain a much larger health increase compared to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version; a MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade Launcher, the offensive capabilities of the MEC are great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
The firepower MEC units bring to the table is also extremely helpful in EXALT missions, as a Shogun can make use of grenades to deny cover and proximity mines to &#039;trap&#039; groups (if any one member moves, then they all take damage!) whilst a high-ranking Pathfinder can rack up a sizeable bodycount using In The Zone.&lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class. &lt;br /&gt;
Jaegers receive Vital Point Targeting at first rank, and excel at singling out and destroying individual opponents regardless of their cover.&lt;br /&gt;
&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class. &lt;br /&gt;
Pathfinders are fast-moving units that can flank around and mop up groups of weaker enemies. They have the potential to be the fastest-moving class of all, with the correct perk choices.&lt;br /&gt;
&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class. &lt;br /&gt;
They focus on making maximum use of the MEC&#039;s main/primary weapon. By taking Shredder Ammo, Valkyries can set up tougher enemies for focus-fire kills, or even gun down certain opponents all by themselves.&lt;br /&gt;
&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class. &lt;br /&gt;
Marauders have a more offensive-mobility focus than the Valkyrie, unsurprisingly; and they are the only MEC class that can receive &#039;&#039;Run &#039;n&#039; Gun&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class. &lt;br /&gt;
They&#039;re by far the slowest (no perks grant Mobility increases) but have the most Defense-related perks, and thus excel in the Tanking role mentioned above.&lt;br /&gt;
&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class. &lt;br /&gt;
Whilst slow, it is capable of raining down explosive, anti-mech firepower from afar using the Grenade Launcher.&lt;br /&gt;
&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class. &lt;br /&gt;
The Guardian&#039;s upgrades can make the Restorative Mist unit into a very effective area heal system that can be used several times in a mission.&lt;br /&gt;
&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the Engineer Class. &lt;br /&gt;
The Shogun excels at battlefield control by deploying mines and using the &#039;&#039;Sapper&#039;&#039; perk to destroy cover with grenades. They can also excel in an anti-armour role, as they can receive both HEAT Ammo and HEAT Warheads, making all of their weapons especially effective against mechanical opponents.&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58413</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=58413"/>
		<updated>2014-08-04T00:57:12Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* MEC Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within have been greatly expanded upon in Long War. They also cost significantly more time and resources to acquire. More research is required before the MEC trooper can be created and, due to the item rebalancing, they show up much later in the campaign compared to vanilla. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|SHIV]] to make up for the steeper cost and time requirements of MECs. Many SHIV upgrades can also be used on MEC units, allowing for broader customization of individual MECS. &lt;br /&gt;
&lt;br /&gt;
As with vanilla, and like the SHIV, MEC Suits cannot take cover beyond breaking line of sight. Fortunately, they possess a limited amount of innate Defense and have innate [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further with perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with.&lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&amp;lt;br&amp;gt;&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
One fundamental (and massive) change to the MEC classes is that &#039;One For All&#039; is now the &#039;base ability&#039; for all MEC classes, allowing any and all MECs to function as mobile cover. Now each subclass also has a basic Specialist-rank perk (such as &#039;&#039;Light &#039;Em Up&#039;&#039; for Valkyries) that helps define their role along with their unique perk tree and stat progression.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus MEC troopers will be useless unless given a MEC suit of their own, but also suffer from fatigue and need to rest after each mission just like normal troopers. Since the suits themselves do not, the suits can be cycled between operators and rearmed; as long as you have enough operators (barring injury) it would be possible to have a MEC on every mission. It should be noted, though, that suits are no longer recoverable; losing a MEC Trooper in battle means the suit is destroyed as well.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and they can be affected by things like Mindfray and Panic as a result. This is something to keep in mind when choosing which soldiers should be converted into a MEC trooper, as it can have catastrophic consequences if a MEC panics and runs into an exposed position or is mindcontrolled.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level with a fairly limited progression system, Long War MECs have one primary weapon slot and a mix of upgrade slots that come in two varieties - Secondary Weapon and Utility. The upgrades that go in these slots are researched and manufactured separately, and can be swapped out for each mission, giving them a higher degree of tactical flexibility compared to their vanilla counterparts. Note that this includes the devices that were exclusive to one another in vanilla: for example, you can equip both the Flamethrower &#039;&#039;and&#039;&#039; the Kinetic Punch at the same time. No &amp;quot;Flaming Rocket Punch&amp;quot;, though.&lt;br /&gt;
&lt;br /&gt;
As a result, the earlier MEC units are no longer &#039;&#039;completely&#039;&#039; obsoleted by the later models. Whilst having more secondary weapons can be a huge benefit to a team (given the indirect fire support potential of a Grenade Launcher, for instance) the operator also loses out on very useful utility and upgrade items such as ammo capacity (Autoloader), health (Alloy Belt) and accuracy (Weapon Gyros). Commanders may want to think twice before upgrading &#039;&#039;all&#039;&#039; of their suits to the Mark 3 Paladin model.&lt;br /&gt;
&lt;br /&gt;
Primary Weapons include the same basic Minigun/etc. as the base game, with added MEC weapons for the new weapon tiers.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapons include previously tier-specific upgrades such as the Grenade Launcher, Flamethrower, and Kinetic Strike Module. Upgrades include MEC-specific upgrade modules, along with a handful of items shared with SHIVs such as the basic Autoloader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +10 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +10&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped one secondary weapon slot and two utility slots. The Mark I Warden is the first MEC suit you can acquire, and also the least durable, but its utility slots give operators a good &#039;early edge&#039; when Commanders don&#039;t need (or don&#039;t have the resources to produce) lots of secondary weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +14 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +15&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two secondary weapon slots and two utility slots. The Mark II Sentinel chassis is tougher and effectively a straight upgrade over the Mark I Warden. It also provides its wearer with a slightly higher Will boost than the Mark I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; +18 / &#039;&#039;&#039;Defense:&#039;&#039;&#039; +20 / &#039;&#039;&#039;Will:&#039;&#039;&#039; +20&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three secondary weapon slots and one utility slot, the Mark III Paladin sacrifices upgrades and secondary-utility equipment for the ability to bring a massive array of support weaponry. It also has the highest health of all MEC units and provides a little more Will than the prior models. It also grants the user the &#039;&#039;Tactical Senses&#039;&#039; perk, further increasing defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version I.E: A MEC-3 Paladin will need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. Fortunately, this is somewhat less Meld-intensive than vanilla MEC upgrading.&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb, when choosing which soldiers to convert into MEC Troopers, is that the MEC class variant will, In most cases, behave like the class which the Soldier was beforehand. This means, that the Soldier can retain the same role as before, but with the advantages (and disadvantages) of being a MEC. Some MEC class variants, such as the Goliath, open up for more tactical diversity of a given class, or can give a different spin on a well-established class such as the Archer compared to the Rocketeer. Think about the MEC classes as advanced versions of the Soldier classes. This makes it somewhat easier to figure out, what sort of MEC you would want for your specific team.&lt;br /&gt;
&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class&lt;br /&gt;
* The [[Shogun (Long War)|Shogun]] is created from the Engineer Class&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=58247</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=58247"/>
		<updated>2014-07-29T19:35:54Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Permanent Aircraft Boosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
==Crafts==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §700 (§490 with NA bonus), 60 Elerium, 60 Alloys, 30 Meld, 2 UFO Power Source, 4 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;UFO tracking&#039;&#039;&#039;&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;UFO countermeasures&#039;&#039;&#039;&lt;br /&gt;
**Increased dodge&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;UFO analysis&#039;&#039;&#039;&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Armored Fighter&#039;&#039;&#039;&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Wingtip Sparrowhawks&#039;&#039;&#039;&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*&#039;&#039;&#039;Penetrator Weapons&#039;&#039;&#039;&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*&#039;&#039;&#039;Improved Avionics&#039;&#039;&#039;&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Repair&#039;&#039;&#039;&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*&#039;&#039;&#039;Super Skyranger&#039;&#039;&#039;&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Upgrades&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | ?  ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Increased Interceptor armor. ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increased combat time.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increased Aim +10% ||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increased weapon penetration.  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Increased squad size carried  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Increased dodge  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=58246</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=58246"/>
		<updated>2014-07-29T19:34:03Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
==Crafts==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §700 (§490 with NA bonus), 60 Elerium, 60 Alloys, 30 Meld, 2 UFO Power Source, 4 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039;&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039;&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039;&lt;br /&gt;
**Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039;&lt;br /&gt;
**Available to build after completing EMP Weapons research.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039;&lt;br /&gt;
**Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*UFO tracking&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*UFO countermeasures&lt;br /&gt;
**Increased dodge&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*UFO analysis&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*Armored Fighter&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*Wingtip Sparrowhawks&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*Penetrator Weapons&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*Improved Avionics&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*Advanced Repair&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*Super Skyranger&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Upgrades&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | ?  ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Increased Interceptor armor. ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increased combat time.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increased Aim +10% ||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increased weapon penetration.  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Increased squad size carried  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Increased dodge  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=58245</id>
		<title>Hangar (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Hangar_(Long_War)&amp;diff=58245"/>
		<updated>2014-07-29T19:30:54Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
==Crafts==&lt;br /&gt;
{{Col}}&lt;br /&gt;
===Interceptors===&lt;br /&gt;
&#039;&#039;&#039;Raven&#039;&#039;&#039; - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted. &lt;br /&gt;
* The game starts with four of these aircraft.&lt;br /&gt;
** Procurement Cost:  §200 (§140 with NA bonus)&lt;br /&gt;
** Maintenance Cost per Month:  §40 (§28 with NA bonus)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firestorm&#039;&#039;&#039; - Superior interceptor available to Engineering after researching Alien Propulsion.&lt;br /&gt;
* An upgraded interceptor&lt;br /&gt;
** Available after researching Alien Propulsion.&lt;br /&gt;
** Build Cost:  §700 (§490 with NA bonus), 60 Elerium, 60 Alloys, 30 Meld, 2 UFO Power Source, 4 UFO Flight Computers &lt;br /&gt;
** Maintenance Cost per Month:  §50 (§35 with NA bonus)&lt;br /&gt;
{{ColBreak}}&lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
&#039;&#039;&#039;Skyranger&#039;&#039;&#039; - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.  &lt;br /&gt;
* You start the game with a single Skyranger and you may not build anymore.&lt;br /&gt;
** Procurement Cost:  NA&lt;br /&gt;
** Maintenance Cost per Month:  §20 (§14 with NA bonus)&lt;br /&gt;
{{EndCol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hangar Storage==&lt;br /&gt;
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.&lt;br /&gt;
&lt;br /&gt;
==Equipping==&lt;br /&gt;
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under &amp;quot;View Craft&amp;quot;.  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free.  Advanced systems must be manufactured before you can equip them.  Modules do not have to be equipped.&lt;br /&gt;
&lt;br /&gt;
Be aware that it is impossible to change an interceptor&#039;s weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!&lt;br /&gt;
&lt;br /&gt;
==Aircraft Weapons==&lt;br /&gt;
It takes 7 days to change the weapons on an interceptor craft, changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:&lt;br /&gt;
*Avalanche Missiles&lt;br /&gt;
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology. &lt;br /&gt;
***All interceptors start equipped with these missiles. &lt;br /&gt;
***Slow firing, long range missiles with medium damage and low armor penetration.&lt;br /&gt;
***Avalanche Missiles are free of cost and available without research or manufacturing.&lt;br /&gt;
*Stingray Missiles&lt;br /&gt;
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets. &lt;br /&gt;
***Slow firing, long range missiles with low damage but medium armor penetration.&lt;br /&gt;
***Stingray Missiles are free of costavailable without research or manufacturing.  &lt;br /&gt;
*Laser Cannon&lt;br /&gt;
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.&lt;br /&gt;
***Medium fire rate, long range with medium damage and low armor penetration.&lt;br /&gt;
***Available to build after completing Advanced Beam Weapons research.&lt;br /&gt;
*Phoenix Coilgun&lt;br /&gt;
**Rapid fire magnetic coilgun designed to shred fast moving targets.&lt;br /&gt;
***Rapid firing,long range,low damage and medium armor penetration.&lt;br /&gt;
***Available to build after completing Gauss Weapons research.&lt;br /&gt;
*Plasma Cannon&lt;br /&gt;
**&lt;br /&gt;
***Available to build after completing Vehicular Plasma Weapons research.&lt;br /&gt;
*EMP Cannon&lt;br /&gt;
**&lt;br /&gt;
***Available to build after completing EMP Weapons research.&lt;br /&gt;
*Fusion Lance&lt;br /&gt;
**&lt;br /&gt;
***Available to build after completing Fusion Weapons research.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
You can also build one-time use modules to use during interceptions to boost your craft&#039;s abilities:&lt;br /&gt;
*&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.  &lt;br /&gt;
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium , 2 meld and 2 Cyberdisc Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Provides a temporary boost to interceptor&#039;s speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs.  &lt;br /&gt;
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 1 Alloy, 2 meld and 2 Drone Wrecks.&lt;br /&gt;
*&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039;&lt;br /&gt;
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.  &lt;br /&gt;
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.&lt;br /&gt;
**Manufacturing costs: §, 2 Elerium, 2 Alloys, 2 meld and 3 Floater Corpses.&lt;br /&gt;
&lt;br /&gt;
==Permanent Aircraft Boosts==&lt;br /&gt;
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:&lt;br /&gt;
&lt;br /&gt;
*UFO tracking&lt;br /&gt;
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.&lt;br /&gt;
**Available as a Foundry project once Alien Power Systems has been researched.&lt;br /&gt;
**Cost: §400, 20 Elerium, 20 Alloys, 2 UFO Power Source, 2 UFO Flight Computer&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*UFO countermeasures&lt;br /&gt;
**Increased dodge&lt;br /&gt;
**Available as a Foundry project once Seeker Autopsy has been researched.&lt;br /&gt;
*UFO analysis&lt;br /&gt;
**Research of each of the UFO types gives a damage boost when fighting that type again.&lt;br /&gt;
**Available once Alien Materials has been researched.&lt;br /&gt;
*Armored Fighter&lt;br /&gt;
**Increased armor.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §400, 30 Elerium, 95 Alloys, 20 Floater Corpses, 20 Meld &lt;br /&gt;
**Aerospace and Armor research credits apply, reducing research time by 25% each.&lt;br /&gt;
*Wingtip Sparrowhawks&lt;br /&gt;
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §500, 10 Elerium, 50 Alloys, 50 Weapon Fragments, 50 Meld.&lt;br /&gt;
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.&lt;br /&gt;
*Penetrator Weapons&lt;br /&gt;
**Increased weapon penetration.&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
**Cost: §200, 20 Alloys, 20 Cyberdic Wrecks, 2 UFO Flight Computers&lt;br /&gt;
**Aerospace research credits apply, reducing research time by 25%. &lt;br /&gt;
*Improved Avionics&lt;br /&gt;
**Increases Aim&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
*Advanced Repair&lt;br /&gt;
**Faster repairs.&lt;br /&gt;
**Available as a Foundry project once Heavy Floater Autopsy has been researched.&lt;br /&gt;
*Super Skyranger&lt;br /&gt;
**Available as a Foundry project once Advanced Aerospace Concept has been researched.&lt;br /&gt;
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|+ &#039;&#039;Interceptor Upgrades&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Hit Chance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Range &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Fire Rate&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Damage&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Armor Pen.&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|Avalanche Missiles || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Stingray Missiles  || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Slow || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - || align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - ||align=&amp;quot;center&amp;quot; | - &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Laser Cannon || align=&amp;quot;center&amp;quot; | 40/55/70%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Medium || align=&amp;quot;center&amp;quot; | Low ||align=&amp;quot;center&amp;quot; | 120 ||align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Phoenix Coilgun || align=&amp;quot;center&amp;quot; | 25/40/55%|| align=&amp;quot;center&amp;quot; | Long || align=&amp;quot;center&amp;quot; | Rapid || align=&amp;quot;center&amp;quot; | Low || align=&amp;quot;center&amp;quot; | Medium ||align=&amp;quot;center&amp;quot; | 160 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 40 &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Plasma Cannon || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| EMP Cannon || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| Fusion Lance || align=&amp;quot;center&amp;quot; | %|| align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? || align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | ? &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | &#039;&#039;Modules&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;50%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry project needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Defense Matrix (Dodge) || align=&amp;quot;center&amp;quot; | First 2 enemy shots always misses. ||align=&amp;quot;center&amp;quot; | 24 ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Cyberdisc Wrecks ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | Cyberdisc Autopsy and Xenogenetics ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking (Boost) || align=&amp;quot;center&amp;quot; | One time use increased combat time when interceptors are in combat with UFOs. ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 Drone Wrecks ||align=&amp;quot;center&amp;quot; | 12 ||align=&amp;quot;center&amp;quot; | Alien Materials ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Uplink Targeting (Aim) || align=&amp;quot;center&amp;quot; | First 2 shots always hits. ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 2 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 3 Floater Corpses ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Floater Autopsy ||align=&amp;quot;center&amp;quot; | Aircraft Boosters&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;16&amp;quot; | &#039;&#039;Permanent Boosts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Item &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Effect&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Credits&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Alien Alloys&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Elerium&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Meld&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | Weapon Fragments&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Extra Costs&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Min. Engineer&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Foundry/Research Project&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; align=&amp;quot;center&amp;quot; | Research needed to unlock&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Advanced Repair || align=&amp;quot;center&amp;quot; | Faster repairs.  ||align=&amp;quot;center&amp;quot; | 250 ||align=&amp;quot;center&amp;quot; | 40 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 4 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 4 Heavy Floater Corpses  ||align=&amp;quot;center&amp;quot; | ?  ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Heavy Floater Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Aircraft Boosters || align=&amp;quot;center&amp;quot; | Unlocks modules  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 60 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 10 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Armored Fighters || align=&amp;quot;center&amp;quot; | Increased Interceptor armor. ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 95 || align=&amp;quot;center&amp;quot; | 30 || align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Floater Corpses ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Elerium Afterburners || align=&amp;quot;center&amp;quot; | Increased combat time.  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 15 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source ||align=&amp;quot;center&amp;quot; | ? ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Alien Propulsion&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Improved Avionics || align=&amp;quot;center&amp;quot; | Increased Aim +10% ||align=&amp;quot;center&amp;quot; | 400 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Penetrator Weapons || align=&amp;quot;center&amp;quot; | Increased weapon penetration.  ||align=&amp;quot;center&amp;quot; | §200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 20 Cyberdic Wrecks, 2 UFO Flight Computers  ||align=&amp;quot;center&amp;quot; | 20 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Super Skyranger || align=&amp;quot;center&amp;quot; | Increased squad size carried  ||align=&amp;quot;center&amp;quot; | 200 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Analysis || align=&amp;quot;center&amp;quot; | Research of each of the UFO types gives a damage boost when fighting that type again.  ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | N/A ||align=&amp;quot;center&amp;quot; | Research ||align=&amp;quot;center&amp;quot; | Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Countermeasures || align=&amp;quot;center&amp;quot; | Increased dodge  ||align=&amp;quot;center&amp;quot; | 300 ||align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 35 ||align=&amp;quot;center&amp;quot; | 3 Seeker Wrecks, 3 UFO Flight Computers ||align=&amp;quot;center&amp;quot; | 30 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Seeker Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  UFO Tracking || align=&amp;quot;center&amp;quot; | Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage. Reveals info about UFO on anti-satellite missions.  ||align=&amp;quot;center&amp;quot; | §400 ||align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 20 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 2 UFO Power Source, 2 UFO Flight Computer ||align=&amp;quot;center&amp;quot; | 40 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; |  Alien Power Systems&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|  Wingtip Sparrowhawks || align=&amp;quot;center&amp;quot; | Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.  ||align=&amp;quot;center&amp;quot; | §500 ||align=&amp;quot;center&amp;quot; | 50 || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 50 ||align=&amp;quot;center&amp;quot; | 0 ||align=&amp;quot;center&amp;quot; | 55 ||align=&amp;quot;center&amp;quot; | Foundry ||align=&amp;quot;center&amp;quot; | Advanced Aerospace Concept&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Air Combat (Long War)|Air Combat]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=58244</id>
		<title>Archer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Archer_(Long_War)&amp;diff=58244"/>
		<updated>2014-07-29T19:06:20Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added Tactical Advice for Archer. If there is incorrect information, please do correct and note changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the [[Rocketeer]] class. A Super charged grenadier, with the ability to throw grenades over very large distances. This Mec, is the closest thing, that XCOM has to artillery support&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ALIEN_BOMBARD.png|32px|center]]&#039;&#039;&#039;Bombard&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Throw or launch grenades over exceptionally long distances.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 defense during first attack in Overwatch, and 0.5 damage reduction.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have a +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 1 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Rockets and grenades do additional damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_JET_BOOT_MODULE.png|32px|center]]&#039;&#039;&#039;Jetboot Module&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 0 Mob: -1&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 1&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers additional damage based on weapons tech level to LMGs, sniper rifles, marksman&#039;s, strike and reflex rifles, rockets, suppression, grenade launchers, and Proximity Mines.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:MEC_DAMAGE_CONTROL.png|32px|center]]&#039;&#039;&#039;Damage Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;When this unit takes damage, all further damage will be reduced by 1 or 2 points for the next 2 turns.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 2 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapons does one additional damage.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases area of effect of Suppression, rockets, grenade launchers and proximity mine launchers.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disabling Shot, provided no moves were made. 1 turn cooldown.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targetting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 3 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:MEC_ABSORTION_FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br/&amp;gt;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC_VITAL_POINT_TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:HEAVY GRENADIER.png|32px|center]]&#039;&#039;&#039;Grenadier&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows two uses of damaging grenade items, and increases grenade throw range by 20%.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Intended Role:&#039;&#039;&#039; Long-range Offensive Support&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Archer MEC class, has many similarities to the Rocketeer class which spawns it. The Archer is used to bombard enemies from afar with deadly and highly precise grenade throws. It&#039;s role is very much the same as the Rocketeer, with the exception of it not needing a high aim for its grenades to hit, at the expense of a somewhat lower maxmimum damage. The Archer also gains Overwatch focused perks, which makes it better suited for securing flanks aswell as holding specific spots, however, some of these might interfere with perks that increase the deadliness of its grenades.&lt;br /&gt;
&lt;br /&gt;
The Archer, could be called a mobile artillery unit. It is very good at dealing high splash damage over long distances, with pinpoint accuracy, flushing out enemies, from fortified cover, while being able to defend itself somewhat decently. It will, however, need the support of other units, or it will be destroyed rather quickly.&lt;br /&gt;
&lt;br /&gt;
Functionally, there is abit of a cross between The Archer and the Shogun, as they share many, if not all, of the same perks. Depending on what you want from your MEC, it is abit of a toss-up between the two, especially the more experienced that the MEC becomes. &lt;br /&gt;
&lt;br /&gt;
With a rather low HP progression, an Archer Mec, should be kept well out of range of enemy fire, as it doesn&#039;t have the same damage reducing capabilities as the Goliath. However it&#039;s starting perk &#039;&#039;&#039;Bombard&#039;&#039;&#039; makes up for it&#039;s poor front-line potential.&lt;br /&gt;
&lt;br /&gt;
The Archer is a more flexible MEC, compared to others, with a very large variety of offensive and defensive skills, though usually at the expense of other, more useful perks. Like the Goliath, The Archer has one role, which it does very well, but it has the perks to fill in, other roles, should the need arise. However, if you do not intend to use the Archer as a walking artillery piece, then it might not be the MEC you should get.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 2 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 2 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=58215</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=58215"/>
		<updated>2014-07-25T20:53:29Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* General Advice &amp;amp; Tips */  added more tips, and edited some of the other ones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips=&lt;br /&gt;
&lt;br /&gt;
This covers anecdotal or general concepts and tips that might not fit into any other place, usually just player specific styles or advice that might help you during the tactical combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics: They aren&#039;t useless&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. This is useful because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. A S.H.I.V does not suffer from fatigue either. If you want to try and take all the missions that the game throws at you, having a large contingent of S.H.I.Vs is almost a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners. Seriously.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenades first.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to contend with more enemies and you might be caught in a very bad position. As such, always throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld doesn&#039;t matter.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
While not true, it is not worth potentially losing valuable soldiers to recover it. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it. Meld becomes increasingly necessary in the late game. In addition to meld canisters, meld is gained at an automatic rate of 1 meld per five alien corpses brought home on a mission (rounded down).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The most dangerous part of terror mission are the roaming Chryssalids. Chryssalids will frequently charge you in a bunched up group, which makes them excellent targets for grenades and/or rockets. You might not get any carcasses, but that is a small price to pay. This is one of the few occasions where AP grenades really shine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover, cover, cover!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Always keep your units in high cover, for that 45 defense and damage reduction. If in low cover, hunker. Hunkering in low cover is BETTER than standing in high cover. 45 defense with 1 damage reduction vs 60 defense with 1.33.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A plethora of specimens.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A good, albeit dangerous, way to earn more scientists and money is by giving captured aliens to council nations. As such, you should always try to capture at least one Alien, when doing a mission. Downed Scouts and Fighters are excellent ways to do this. You can have a near infinite number of Captured aliens at your base and countries will usually only request one specimen per request.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowing is half the battle!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
In Long War, you will be given a short description of what type of terrain you will be fighting on. This is very useful information as it lets you customize squads that are tailor-made for fights on that specific type of map. This feature is a godsend, with the increase in classes and their more specialized nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Block the exit!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A soldier can effectively &amp;quot;lock&amp;quot; a doorway if placed on the tile immediately on one side of it. This is because aliens cannot open doors, they can only charge through them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aliens don&#039;t like being flanked.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When an alien is flanked, they are extremely likely to move to get out of the flank - even if this means moving through overwatch and suppression. If you want an enemy to stay put for next turn, it might not be the best idea to flank him this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supression, Flashbangs, Overwatch and You.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Overwatch shots will not crit unless the soldier/alien has the opportunist perk. Suppression and Flashbangs will cancel overwatch (although the eye indicator will stay up). However taking any damage, cloaking, or flashbangs will cancel Suppression.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drones and their lack of programming.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Drones cannot overwatch, nor can they open doors. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 50% damage reduction from the perk &amp;quot;flush&amp;quot; is applied BEFORE the HEAT ammo perk. This means that the bonus damage against robot targets is not reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alien line of sight can sometimes be determined: moving into a flanked position will show the shield as red. Moving away from the alien, the point where the shields switch from red to normal marks the limit of the aliens sight.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58136</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58136"/>
		<updated>2014-07-22T04:41:29Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Gunner class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC ABSORBTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targetting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bulletsponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. &lt;br /&gt;
&lt;br /&gt;
With perks like&#039;&#039;&#039;Body Shield&#039;&#039;&#039; &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; It becomes neigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; Perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
All the while being able to shoot at enemies or destroy their cover. &lt;br /&gt;
&lt;br /&gt;
The Goliath MEC is the only unit that XCOM has available that can reliably be called a tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank. &lt;br /&gt;
&lt;br /&gt;
Sadly there is no perk which forces the enemy for shoot at the Goliath, making its tanking role somewhat situational as enemy units can forego shooting at the MEC, that is standing right infront of them, and instead shoot at a soldier in low cover, behind the MEC.&lt;br /&gt;
&lt;br /&gt;
When creating a Goliath, it is a good idea to look for Gunners with high health, high will and somewhat high mobility. Having high starting stats on at least two of the three stats mentioned, will help the MEC trooper in the long run.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, they can still die quite easily during the later parts of the campaign. This is why it is a good idea to have an Engineer equipped with an Arc thrower and the &#039;&#039;&#039;Repair&#039;&#039;&#039; Perk, to act as a... Well Field Engineer, to increase the survivability of the MEC even more. Another good idea is to give it Alloy belts, which increases it maxmimum HP.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of the Goliath, is its rather narrow usability, it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are gonna use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58135</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58135"/>
		<updated>2014-07-22T04:38:27Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Gunner class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC ABSORBTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targetting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bulletsponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the &#039;&#039;&#039;Absorption Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. Also with perks like&#039;&#039;&#039;Body Shield&#039;&#039;&#039; &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; It becomes neigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; Perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
And it can still shoot back at enemies or use Grenade Launchers, Kinetic Strike moduels, etc. &lt;br /&gt;
&lt;br /&gt;
The Goliath MEC is the only Unit that Xcom has available that can reliably be called a Tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank. &lt;br /&gt;
&lt;br /&gt;
Sadly there is no perk which forces the enemy for shoot at the Goliath, making its Tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right infront of them and instead shoot at a soldier in low cover, behind the MEC.&lt;br /&gt;
&lt;br /&gt;
When creating a Goliath, it is a good idea to look for Gunners with high health, high will and somewhat high mobility. Having high starting stats on at least two of the three stats mentioned, will help the MEC trooper in the long run.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, they can still die quite easily during the later parts of the campaign. This is why it is a good idea to have an Engineer equipped with an Arc thrower and the &#039;&#039;&#039;Repair&#039;&#039;&#039; Perk, to act as a... Well Field Engineer, to increase the survivability of the MEC even more. Another good idea is to give it Alloy belts, which increases it maxmimum HP.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of the Goliath, is its rather narrow usability, it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are gonna use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58134</id>
		<title>Goliath (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Goliath_(Long_War)&amp;diff=58134"/>
		<updated>2014-07-22T04:37:24Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added Tactical Advice for Goliath. If there is incorrect information, please do correct and note changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MEC variant of the Gunner class. A Goliath is designed to be a human tank. They have the best HP progression of any class in the game and an unsurpassed selection of defensive perks. They have reasonable aim progression, but their selection of offensive perks is a bit lacking.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:MEC ABSORBTION FIELDS.png|32px|center]]&#039;&#039;&#039;Absorption Fields&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Reduces most incoming damage to this unit, scaling up as the damage increases.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:MEC_BODY_SHIELD.png|32px|center]]&#039;&#039;&#039;Body Shield&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;The nearest visible enemy suffers -20 aim and cannot critically hit this unit&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:MEC_AUTOMATED_THREAT_ASSESSMENT.png|32px|center]]&#039;&#039;&#039;Automated Threat Assessment&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +15 Defense during first attack in owerwatch, and a half point of damage reduction(meaning one point of damage in a successful attack has a 50% chance of being avoided) &#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon does one additional damage.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:MEC_REACTIVE_TARGETING_SENSORS.png|32px|center]]&#039;&#039;&#039;Reactive Targetting Sensors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there&#039;s enough ammo to do so.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT CLOSECOMBAT.png|32px|center]]&#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. Warning: Will activate even if unit is concealed.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;Aim: 0 Will: 1 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:MEC SHOCK ABSORBENT ARMOR.png|32px|center]]&#039;&#039;&#039;Shock-Absorbent Armor&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Damage received from enemies within 4 tiles is reduced by 33%.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:MEC_PLATFORM_STABILITY.png|32px|center]]&#039;&#039;&#039;Platform Stability&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Any shots taken without moving have +10 Aim and +10% critical chance.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Your primary weapon does extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:MEC_ADVANCED_FIRE_CONTROL.png|32px|center]]&#039;&#039;&#039;Advanced Fire Control&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Shots from Overwatch no longer suffer any Aim penalty.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:MEC COLLATERAL DAMAGE.png|32px|center]]&#039;&#039;&#039;Collateral Damage&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;Aim: 2 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC REPAIR SERVOS.png|32px|center]]&#039;&#039;&#039;Repair Servos&#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Repairs up to 50% of damage taken (max 2 per turn). Additional damage taken before repairs are complete reduces how much can be repaired.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]&#039;&#039;&#039;Ready For Anything&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;If the unit fires without moving, it automatically enters overwatch.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;Aim: 0 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;Aim: 2 Will: 2 Mob: 0&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;Aim: 0 Will: 0 Mob: 0&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:.png|32px|center]]&#039;&#039;&#039;&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intended Role: &#039;&#039;&#039; &amp;quot;Tank&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the highest HP progession and plethora of defensive perks, the Goliath acts as the frontline bulletsponge for the rest of the team. It is the one unit that you would want to take fire from the heavy hitting alien units. With the &#039;&#039;&#039;Absorbtion Fields&#039;&#039;&#039; perk as the first perk to be available, The Goliath is able to heavily reduce any damage that it receives. Also with perks like&#039;&#039;&#039;Body Shield&#039;&#039;&#039; &#039;&#039;&#039;Shock- Absorbent Armor&#039;&#039;&#039; and &#039;&#039;&#039; Resilience &#039;&#039;&#039; It becomes neigh impossible for aliens to severely hurt the MEC and even if they manage to heavily damage it, the &#039;&#039;&#039;Repair Servos&#039;&#039;&#039; Perk can give it even more survivability, by making it able to repair itself during longer missions.&lt;br /&gt;
&lt;br /&gt;
And it can still shoot back at enemies or use Grenade Launchers, Kinetic Strike moduels, etc. &lt;br /&gt;
&lt;br /&gt;
The Goliath MEC is the only Unit that Xcom has available that can reliably be called a Tanking unit, as such it can act as a recon unit for the rest of the team, even though it is hampered by its less than stellar mobility. This is why it is good to use it in conjunction with Scouts and Assaults. Use the Scouts to do recon and the Goliath to have the enemies (hopefully) shoot at it, while the assault can go around for a flank. &lt;br /&gt;
&lt;br /&gt;
Sadly there is no perk which forces the enemy for shoot at the Goliath, making its Tanking role somewhat situational as enemy units can forego shooting at the MEC that is standing right infront of them and instead shoot at a soldier in low cover, behind the MEC.&lt;br /&gt;
&lt;br /&gt;
When creating a Goliath, it is a good idea to look for Gunners with high health, high will and somewhat high mobility. Having high starting stats on at least two of the three stats mentioned, will help the MEC trooper in the long run.&lt;br /&gt;
&lt;br /&gt;
It should be noted that even with their high health, damage reducing and self repairing capabilities, they can still die quite easily during the later parts of the campaign. This is why it is a good idea to have an Engineer equipped with an Arc thrower and the &#039;&#039;&#039;Repair&#039;&#039;&#039; Perk, to act as a... Well Field Engineer, to increase the survivability of the MEC even more. Another good idea is to give it Alloy belts, which increases it maxmimum HP.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of the Goliath, is its rather narrow usability, it has one role which it does extremely well, but it is not as versatile as other MEC classes. Unless you are gonna use it for its specific purpose, you might not want to get a Goliath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 1 || 2 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 3 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 4 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 5 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 1 || 6 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 7 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:MECs (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=57902</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=57902"/>
		<updated>2014-07-11T13:58:05Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Re-formatted and deleted parts of the guide, instead focusing on the smaller tips, that people might have.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
=General Advice &amp;amp; Tips=&lt;br /&gt;
&lt;br /&gt;
This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medics&#039;&#039;&#039;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. They may lack the killing power of the other classes, but when you get poisoned by a thin-man or strangled by a Seeker, you&#039;ll be glad that you have them with you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer.&#039;&#039;&#039;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more efficiently and sets you up for more flanking maneuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportunity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things.&#039;&#039;&#039;&lt;br /&gt;
Liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Scanners. Seriously.&#039;&#039;&#039;&lt;br /&gt;
Battle scanners become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. Seekers have had many shackles taken off their AI, so 4 seekers can decloak and strangle you in one turn unless you do something about it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mister grenade is not your friend.&#039;&#039;&#039;&lt;br /&gt;
You might have a juicy HE grenade Target hiding behind a wall. You have the perfect throw with a grenade, but think before you throw. You might remove his cover, but you might also add line of sight to the three other aliens that was on the other side of the wall, now you have to content with more enemies and you are caught in a very bad position. As such, always throw the Grenade as the first thing, not the last.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meld doesn&#039;t matter&#039;&#039;&#039;&lt;br /&gt;
While not true, it is not worth potentially losing valuable soldiers to recover it. If it&#039;s in a good place to grab, then by all means. If not don&#039;t waste a soldiers well-being on it. Also, the better you are doing, the less Meld you receive, so don&#039;t worry about missing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Terror solutions&#039;&#039;&#039;&lt;br /&gt;
The most dangerous part of terror mission are the roaming chryssalids. However, they tend to stay clustered in small groups, which makes them excellent targets for Grenades and/or Rockets, you might not get any carcasses, but that is a small price to pay.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=57889</id>
		<title>Tactics (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Long_War)&amp;diff=57889"/>
		<updated>2014-07-11T12:12:25Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added some Tips and a general framework for the Guide, this is simply a suggestion so feel free to edit or delete if it&amp;#039;s bad.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
As many other XCOM titles, there are no right or wrong way to play Long war. What works for you in the tactical combat, might not work for others and vice versa. There are some subtle changes to the way that Long War plays, from Vanilla, but most of the some basic gameplay ideas are still in effect. Some changes however are very profound and changes the way that the game is played in drastic ways.&lt;br /&gt;
&lt;br /&gt;
The following list is in no way intended to be exhaustive or complete, but instead shed some light on the nuances of Long War. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Long War Combat guide and tips. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pre-battle Guide &amp;amp; Tips ==&lt;br /&gt;
This covers general advice, when setting up squads, unit compositions, class synergies and other things that are important to consider before heading into a battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Increased Squad Size===&lt;br /&gt;
The first very important change in Long war, is the increase in squad size from 4 to 6 and later 8 to even a staggering 12. To off-set this, Classes have been made much more specific for instance, Gunner and Rocketeer both would have been the Heavy in Vanilla X-com. The increase in squad size offers greater flexability for squad composition but since there are a total of 8 classes, there is still an element of picking and choosing between offensive and defensive capabilities.&lt;br /&gt;
&lt;br /&gt;
===Fatigue===&lt;br /&gt;
The new Fatigue system, introduced in Long War, means that Soldiers cannot go on missions in rapid succession. Usually, after a successful mission, Soldiers will need to rest for 5 days, this can be decreased with specific soldier upgrades. This places an emphasis having a much bigger unit roster, as having to wait for 5 days for each mission can spell disaster on the strategic map. In the early game, it is always a good idea to have 2 or more Rookies in the squad, as the alien forces are relatively weak. In general, whenever there is an oppotunity to do so, always take a rookie or low ranked soldier with you into combat to more evenly spread out experience. The effects of this might not be felt immidiately, but when going into the mid to late game, those extra soldiers will be absolutely clutch to be able to handle the amounts of missions that the game throws at you.S.&lt;br /&gt;
Another way to bolster your ranks is by using the new and improved S.H.I.V. As these are mechanized units, they do not suffer fatigue as regular soldiers do, meaning that they can go on several missions in rapid succession. The down side of this being that they steal valuable experience from lower ranked soldiers. Even if you don&#039;t intend on using them, it is always a good idea to have at least a squad of S.H.I.Vs ready, in the unfortunate event of getting an important mission, while all your ranked up soldiers are fatigued. &lt;br /&gt;
&lt;br /&gt;
===Map Description===&lt;br /&gt;
A new feature in Long War, is the ability to see what kind of map you are going to. You won&#039;t know exactly what map you are getting, but you will get a general idea. This information is incredibly important, as it gives you an idea of what type combat scenario will occur. For example: &#039;&#039;A Long Road road with vehicles.&#039;&#039; Notice how it doesn&#039;t say what map it is, but you can make a reasonable assumption of what type of soldiers that you should take with you. These Map hints, can make your battles easier but be careful, they can sometimes be very misleading.  &lt;br /&gt;
&lt;br /&gt;
===Increased Inventory===&lt;br /&gt;
In Long war, all soldiers are able to carry two items instead of one. This, along with a plethora of new items, laser sights, ceramic plating, smoke grenades etc. Give you a higher degree of flexability when outfitting your soldiers. It is easy to simply stock up on Grenades and then head out, but it is often wise to give several team members, medkits and battle scanners especially front line fighters, as they will be the first ones to make contact with the Aliens. Battle scanners in particular become a requirement when seekers start coming into the enemy squad rotation as they can seriously wreck any well laid plan. When outfitting your soldier, it is a good idea to think about, what type of role that particular soldier is supposed to fill, this is regardless of class. Perhaps it is not a good idea to give only grenades to your Assault if she is under constant fire, and likewise, Snipers wouldn&#039;t really benefit from having more health. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
The new classes in long war are all designed with certain roles in mind, however they work best if they have other roles that synergize with them. For example, A gunners ability to Suppress work will with the high mobility of the Scout and Assault, as the Gunner can stop Overwatch fire, letting the Scouts and Assaults move in for a flank. Likewise Infantry can be used to Lock down certain areas with their powerful overwatch abilities, letting the rest of the squad move up for better cover. &lt;br /&gt;
When putting together your squad, first see what sort of terrain you are fighting on, then what mission it is and then try to adjust the class choices to whatever specific playstyle you prefere. &lt;br /&gt;
For instance a very agressive player might want to take one mobile sniper, one rocketeer, two infantry and one scout and assault with him, so he can constantly move forward against the Alien positions.&lt;br /&gt;
&lt;br /&gt;
There is no right or wrong way to set up the squad. Usually though, if you can see how the different classes compliment eachother, then you have a pretty good set-up.&lt;br /&gt;
&lt;br /&gt;
If you have specific goals in mind for a particular mission, like capturing an outsider, then you should always plan according to that objective. As you want to make that process as painless as possible, while still being able to handle whatever else the mission throws against you.&lt;br /&gt;
&lt;br /&gt;
===General Advice &amp;amp; Tips===&lt;br /&gt;
&lt;br /&gt;
This section covers anecdotal or general concepts and tips that might not fit into any of the above, usually just player specific styles or advice that might help you set up the perfect team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDIC!&#039;&#039;&#039;&lt;br /&gt;
A medic is one of the most useful classes to have around, they can keep your soldiers healthy during battle and they increase the survivability of friendly (and enemy) soldiers with their smoke grenades. I personally always take one with me during every mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divide and Conquer&#039;&#039;&#039;&lt;br /&gt;
Usually it is never a good idea to split your team into two, but on urban maps, there some merit in doing this. When you have both your Squad upgrades, you can split your squad into fire teams of four people. Why is this a good idea? Because it lets you breach buildings and other structures much more effeciently and sets you up for more flanking manuvers. It also lets you get out of deadlock situations where you are in a prolonged fire fight with Alien opposition, without any opportuity to move forward. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S.H.I.V all the things&#039;&#039;&#039;&lt;br /&gt;
I liberally use S.H.I.Vs, they are much better than the standard rookie, can take more damage and can create moving cover. They might not get any experience and be less effective than a regular soldier, but they can be outfitted to oblivion due to the much expanded S.H.I.V tree, present in Long War. They also add the benefit of making me feel less sad when checking out the memorial wall, which by the end of the game is quite big. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do I really need this?&#039;&#039;&#039;&lt;br /&gt;
Before going onto a mission, think about if you really have to do it. When faced with shooting down a Scout UFO during the middle of the month, it might be wise to take a step back and think. &amp;quot;Do I really need to assault it?&amp;quot; You never know when a new Terror mission or Council mission might show up, and it is very important if you don&#039;t have enough soldiers to spare. Weigh the potential consequences, of you taking or denying a particular mission. &lt;br /&gt;
&lt;br /&gt;
== Combat Guide &amp;amp; Tips ==&lt;br /&gt;
This part of the guide covers the tactical decisions and manuvers that you can be faced with during battle.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Foundry_(Long_War)&amp;diff=57709</id>
		<title>Talk:Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Foundry_(Long_War)&amp;diff=57709"/>
		<updated>2014-06-30T22:32:55Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Created page with &amp;quot;Is there a way to check what foundry upgrades there are and more specifically, what they do? I tried making a list, but the descriptions on most of them offer only vague state...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to check what foundry upgrades there are and more specifically, what they do? I tried making a list, but the descriptions on most of them offer only vague statements as to what they actually do.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57708</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57708"/>
		<updated>2014-06-30T22:16:30Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within, has been greatly expanded upon in Long War. They also cost significantly more resources to aquire. More research is required before the MEC trooper can be created and due to the item rebalancing, they show up much later in the campaign compared to vanilla and require a significant investment of both time and resources. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|S.H.I.V.]], while the MEC has been overhauled dramatically, to make up for its steeper cost. Many S.H.I.V. upgrades can also be used on MEC, allowing for broader customization of Individual MECS. &lt;br /&gt;
&lt;br /&gt;
Like the S.H.I.V, in Long War, MEC Suits cannot take cover, however they have [[Damage (Long War)#Damage Reduction|damage reduction]], making them more difficult to take down. Some MEC classes can increase this damage reduction even further, with MEC class specific perks.&lt;br /&gt;
&lt;br /&gt;
Like vanilla, MEC troopers are chosen from the Soldier roster on the base. Only soldiers with a rank of Specialist or above are eligible for MEC training; the higher the rank, the more abilities the MEC will start with. &lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a unique MEC class for each of the 8 classes featured in Long War. These changes allow the MEC to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus of MEC troopers will be useless unless given a MEC suit of their own. Unlike S.H.I.V.s, MEC Troopers suffer from fatigue and need to rest after each mission, however, only the MEC trooper needs the rest, meaning that the suit can be given to another MEC operator effectively letting you have a MEC with you on every single mission. Losing a MEC Trooper will destroy their suit however.&lt;br /&gt;
&lt;br /&gt;
Even though they are heavily mechanized, MEC troopers are still human beings and as such, they can be affected by things like Mindfray and Panic. This is something to keep in mind when choosing what soldiers should be converted into a MEC trooper, as it can have catastrophic consequences, if a MEC panics and runs into an exposed position.&lt;br /&gt;
&lt;br /&gt;
==MEC Suits==&lt;br /&gt;
&lt;br /&gt;
Like vanilla, there are three different versions of MECs to be created. While in vanilla MECs had a choice of upgrades at each suit level, Long War MECs have slots, that can either be Weapon or Utility. The upgrades that go in these slots are researched and manufactured separately, and be swapped out for each mission, giving them a higher degree of tactical flexibility, compared to their vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with one weapon slot and three utility slots. This variant sports one weapon slot but makes up for it with three item slots. It is also the first MEC suit that you can acquire, and has the lowest HP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two weapon slots and two utility slots. This variant sacrifices one utility slot for an extra weapon slot, while also getting a maximum health boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three weapon slots and one utility slot. This variant sacrifices an additional utility slot for another weapon slot, as well as a higher maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, as well as a MEC of the previous version I.E: A MEC-3 Paladin would need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Usage==&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MEC&#039;s variety of weaponry, ranging from the powerful Kinetic Strike Module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer a lot of tactical variety. However they are less useful as frontline fighters than one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECs can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite a bit, with the Alloy belt upgrade, increasing its durability significantly. Classes such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
==MEC Classes==&lt;br /&gt;
&lt;br /&gt;
* The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class&lt;br /&gt;
* The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class&lt;br /&gt;
* The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class&lt;br /&gt;
* The [[Marauder (Long War)|Marauder]] is created from the Assault Class&lt;br /&gt;
* The [[Goliath (Long War)|Goliath]] is created from the Gunner Class&lt;br /&gt;
* The [[Archer (Long War)|Archer]] is created from the Rocketeer Class&lt;br /&gt;
* The [[Guardian (Long War)|Guardian]] is created from the Medic Class&lt;br /&gt;
* The [[Saburai (Long War)|Saburai]] is created from the Engineer Class&lt;br /&gt;
&lt;br /&gt;
== Absorption Fields ==&lt;br /&gt;
The Absorption Fields MEC perk has changed and integrated in to the Damage Reduction system. Absorption fields now work on the following formula:&lt;br /&gt;
 fReturnDamage = fReturnDamage * (0.6 + 0.4 * Min(1, 2/fReturnDamage))&lt;br /&gt;
Essentially, absorption fields absorb up to 40% of the damage of a strike, and the bigger the strike, the more damage it absorbs:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction %&lt;br /&gt;
!Damage&amp;lt;br&amp;gt;Reduction&lt;br /&gt;
|-&lt;br /&gt;
|1||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0%||0&lt;br /&gt;
|-&lt;br /&gt;
|3||13%||0.4&lt;br /&gt;
|-&lt;br /&gt;
|4||20%||0.8&lt;br /&gt;
|-&lt;br /&gt;
|5||24%||1.2&lt;br /&gt;
|-&lt;br /&gt;
|6||27%||1.6&lt;br /&gt;
|-&lt;br /&gt;
|7||29%||2&lt;br /&gt;
|-&lt;br /&gt;
|8||30%||2.4&lt;br /&gt;
|-&lt;br /&gt;
|9||31%||2.8&lt;br /&gt;
|-&lt;br /&gt;
|10||32%||3.2&lt;br /&gt;
|-&lt;br /&gt;
|11||33%||3.6&lt;br /&gt;
|-&lt;br /&gt;
|12||33%||4&lt;br /&gt;
|-&lt;br /&gt;
|13||34%||4.4&lt;br /&gt;
|-&lt;br /&gt;
|14||34%||4.8&lt;br /&gt;
|-&lt;br /&gt;
|15||35%||5.2&lt;br /&gt;
|-&lt;br /&gt;
|16||35%||5.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Absorption fields are applied after Shock Absorbent Armor, but before the MEC&#039;s built-in damage reduction and Damage Control perk.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57697</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57697"/>
		<updated>2014-06-29T16:58:11Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within, has been greatly expanded upon in Long War. They also cost significantly more resources to aquire. More research is required before the MEC trooper can be created and due to the item rebalancing, they show up much later in the Campaign compared to Vanilla Enemy Within and require a significant investment of both time and resources. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|S.H.I.V.]] While the MEC has been overhauled dramatically, to make up for its steeper cost. Many S.H.I.V. upgrades can also be used on MEC, allowing for broader customization of Individual MECS. &lt;br /&gt;
&lt;br /&gt;
Like the S.H.I.V. In Long War, MEC Suits cannot take cover, however they have a high Damage reduction, making them quite difficult, for the enemy, to take down. Some MEC classes can increase this damage reduction even further, with MEC class specific perks.&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, MEC troopers are chosen from the Soldier Roster on the base. Only Soldiers with a rank of Specialist or above is eligible for MEC training, the higher the rank, the more abilities the MEC will start with. &lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a Unique MEC class for each of the 8 classes featured in Long War. These changes allow the Mec to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus of MEC troopers, will be useless unless given a MEC suit of their own. Unlike S.H.I.V.S Mec Troopers suffer from fatigue and need to rest after each mission, however, only the MEC trooper needs the rest, meaning that the suit can be given to another MEC operator effectively letting you have a MEC with you on every single mission, unless destroyed during a mission. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, there are three different versions of MECs to be created, though unlike Vanilla, weapons and utility is not chosen for the Mec as perks. Instead it is researched and equipped like regular equipment, giving them a higher degree of tactical flexibility, compared to their Vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with one weapon slot and three utility slots. This variant sports one weapon slot but makes up for it with three item slots, some of these can also be used by the S.H.I.V, essentially adding an extra layer of customizability to the MEC. It is also the first MEC suit that you can aquire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two weapon slots and two utility slots. This variant sacrifices one utility slot for an extra weapon slot, while also getting a maximum health boost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three weapon slots and one utility slot. This variant sacifices an additional utility slot for another weapon slot, aswell as a higher maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, aswell as a MEC of the previous version I.E: A MEC-3 Paladin would need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MECS variety of weaponry, ranging from the powerful Kinetic module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer alot of tactical variety. However they are less useful as frontline fighters as one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECS can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite abit, with the Alloy belt upgrade, increasing its durability significantly. Classes, such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Classes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Marauder (Long War)|Marauder]] is created from the Assault Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Goliath (Long War)|Goliath]] is created from the Gunner Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Archer (Long War)|Archer]] is created from the Rocketeer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Guardian (Long War)|Guardian]] is created from the Medic Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Saburai (Long War)|Saburai]] is created from the Engineer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57696</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57696"/>
		<updated>2014-06-29T16:54:07Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within, has been greatly expanded upon in Long War. They also cost significantly more resources to aquire. More research is required before the MEC trooper can be created and due to the item rebalancing, they show up much later in the Campaign compared to Vanilla Enemy Within and require a significant investment of both time and resources. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|S.H.I.V.]] While the MEC has been overhauled dramatically, to make up for its steeper cost. Many S.H.I.V. upgrades can also be used on MEC, allowing for broader customization of Individual MECS. &lt;br /&gt;
&lt;br /&gt;
Like the S.H.I.V. In Long War, MEC Suits cannot take cover, however they have a high Damage reduction, making them quite difficult, for the enemy, to take down. Some MEC classes can increase this damage reduction even further, with MEC class specific perks.&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, MEC troopers are chosen from the Soldier Roster on the base. Only Soldiers with a rank of Specialist or above is eligible for MEC training, the higher the rank, the more abilities the MEC will start with. &lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a Unique MEC class for each of the 8 classes featured in Long War. These changes allow the Mec to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus of MEC troopers, will be useless unless given a MEC suit of their own. Unlike S.H.I.V.S Mec Troopers suffer from fatigue and need to rest after each mission, however, only the MEC trooper needs the rest, meaning that the suit can be given to another MEC operator effectively letting you have a MEC with you on every single mission, unless destroyed during a mission. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, there are three different versions of MECs to be created, though unlike Vanilla, weapons and utility is not chosen for the MEC, instead it can be researched and equipped like regular equipment, giving them a higher degree of tactical flexibility, compared to their Vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with one weapon slot and three utility slots. This variant sports one weapon slot but makes up for it with three item slots, some of these can also be used by the S.H.I.V, essentially adding an extra layer of customizability to the MEC. It is also the first MEC suit that you can aquire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two weapon slots and two utility slots. This variant sacrifices one utility slot for an extra weapon slot, while also getting a maximum health boost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three weapon slots and one utility slot. This variant sacifices an additional utility slot for another weapon slot, aswell as a higher maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, aswell as a MEC of the previous version I.E: A MEC-3 Paladin would need a MEC-2 Sentinel chassis in order to be created, essentially converting the Sentinel into the Paladin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Tanking. &lt;br /&gt;
&lt;br /&gt;
Due to the MECS variety of weaponry, ranging from the powerful Kinetic module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer alot of tactical variety. However they are less useful as frontline fighters as one might think, due to their rather low ammo capacity and inability to take cover. This means that they, more often than not, become relegated to an Offensive Support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECS can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite abit, with the Alloy belt upgrade, increasing its durability significantly. Classes, such as the Goliath also compliment the MEC&#039;s &amp;quot;Tank&amp;quot; role, by giving a higher base defense and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Classes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Marauder (Long War)|Marauder]] is created from the Assault Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Goliath (Long War)|Goliath]] is created from the Gunner Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Archer (Long War)|Archer]] is created from the Rocketeer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Guardian (Long War)|Guardian]] is created from the Medic Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Saburai (Long War)|Saburai]] is created from the Engineer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57693</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57693"/>
		<updated>2014-06-29T01:39:16Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within, has been greatly expanded upon in Long War. They also cost significantly more resources to aquire. More research is required before the MEC trooper can be created and due to the item rebalancing, they show up much later in the Campaign compared to Vanilla Enemy Within and require a significant investment of both time and resources. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|S.H.I.V.]] While the MEC has been overhauled dramatically, to make up for its steeper cost. Many S.H.I.V. upgrades can also be used on MEC, allowing for broader customization of Individual MECS. &lt;br /&gt;
&lt;br /&gt;
Like the S.H.I.V. In Long War, MEC Suits cannot take cover, however they have a high Damage reduction, making them quite difficult, for the enemy, to take down. Some MEC classes can increase this damage reduction even further, with MEC class specific perks.&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, MEC troopers are chosen from the Soldier Roster on the base. Only Soldiers with a rank of Specialist or above is eligible for MEC training, the higher the rank, the more abilities the MEC will start with. &lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a Unique MEC class for each of the 8 classes featured in Long War. These changes allow the Mec to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus of MEC troopers, will be useless unless given a MEC suit of their own. Unlike S.H.I.V.S Mec Troopers suffer from fatigue and need to rest after each mission, however, only the MEC trooper needs the rest, meaning that the suit can be given to another MEC operator effectively letting you have a MEC with you on every single mission, unless destroyed during a mission. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, there are three different versions of MECs to be created, though unlike Vanilla, weapons and utility is not chosen for the MEC, instead it can be researched and equipped like regular equipment, giving them a higher degree of tactical flexibility, compared to their Vanilla counterparts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with one weapon slot and three utility slots. This variant sports one weapon slot but makes up for it with three item slots, some of these can also be used by the S.H.I.V, essentially adding an extra layer of customizability to the MEC. It is also the first MEC suit that you can aquire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Sentinel&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two weapon slots and two utility slots. This variant sacrifices one utility slot for an extra weapon slot, while also getting a maximum health boost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three weapon slots and one utility slot. This variant sacifices an additional utility slot for another weapon slot, aswell as a higher maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, aswell as a MEC of the previous version I.E: A MEC-3 Paladin would need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Paladin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Damage Mitigation. &lt;br /&gt;
&lt;br /&gt;
Due to the MECS variety of weaponry, ranging from the powerful Kinetic module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer alot of tactical variety, but they are less useful as frontline fighters as one might think, due to their rather low ammo capacity and inability to take cover, meaning that they, more often than not, become relegated to an Offensive support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECS can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite abit, with the Alloy belt upgrade, increasing its durability significantly. Some classes, such as the Goliath also compliment the MEC&#039;s Damage Mitigating role, by giving a higher base defence and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Classes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Marauder (Long War)|Marauder]] is created from the Assault Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Goliath (Long War)|Goliath]] is created from the Gunner Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Archer (Long War)|Archer]] is created from the Rocketeer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Guardian (Long War)|Guardian]] is created from the Medic Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Saburai (Long War)|Saburai]] is created from the Engineer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57692</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57692"/>
		<updated>2014-06-29T01:32:29Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Formatting and additional information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long War changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[MEC Trooper (EU2012)|(M)echanized (E)xoskeletal (C)ybersuit]] troopers from XCOM Enemy Within, has been greatly expanded upon in Long War. They also cost significantly more resources to aquire. More research is required before the MEC trooper can be created and due to the item rebalancing, they show up much later in the Campaign compared to Vanilla Enemy Within and require a significant investment of both time and resources. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|S.H.I.V.]] While the MEC has been overhauled dramatically, to make up for its steeper cost. Many S.H.I.V. upgrades can also be used on MEC, allowing for broader customization of Individual MECS. &lt;br /&gt;
&lt;br /&gt;
Like the S.H.I.V. In Long War, MEC Suits cannot take cover, however they have a high Damage reduction, making them quite difficult, for the enemy, to take down. Some MEC classes can increase this damage reduction even further, with MEC class specific perks.&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, MEC troopers are chosen from the Soldier Roster on the base. Only Soldiers with a rank of Specialist or above is eligible for MEC training, the higher the rank, the more abilities the MEC will start with. &lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a Unique MEC class for each of the 8 classes featured in Long War. These changes allow the Mec to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus of MEC troopers, will be useless unless given a MEC suit of their own. Unlike S.H.I.V.S Mec Troopers suffer from fatigue and need to rest after each mission, however, only the MEC trooper needs the rest, meaning that the suit can be given to another MEC operator effectively letting you have a MEC with you on every single mission, unless destroyed during a mission. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variants&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are, at least, three different varieties of MEC suits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-1 Warden&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with one weapon slot and three utility slots. This variant sports one weapon slot but makes up for it with three item slots, some of these can also be used by the S.H.I.V, essentially adding an extra layer of customizability to the MEC. It is also the first MEC suit that you can aquire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-2 Defender&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with two weapon slots and two utility slots. This variant sacrifices one utility slot for an extra weapon slot, while also getting a maximum health boost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The MEC-3 Paladin&#039;&#039;&#039;&#039;&#039;:&amp;lt;br/&amp;gt;&lt;br /&gt;
Equipped with three weapon slots and one utility slot. This variant sacifices an additional utility slot for another weapon slot, aswell as a higher maximum health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; The Alloy Belt increases its HP bonus the higher the tier of the MEC, meaning that a Paladin suit will gain a much larger health boost as opposed to the Warden suit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The different variants each require an ever increasing amount of resources to build, aswell as a MEC of the previous version I.E: A MEC-3 Paladin would need a MEC-2 Defender chassis in order to be created, essentially converting the Defender into the Paladin. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The usage of MECs can fall into two very broad categories, Offensive Support or Damage Mitigation. &lt;br /&gt;
&lt;br /&gt;
Due to the MECS variety of weaponry, ranging from the powerful Kinetic module to the less damaging but equally useful Grenade launcher, the offensive capabilities of the MEC is great and offer alot of tactical variety, but they are less useful as frontline fighters as one might think, due to their rather low ammo capacity and inability to take cover, meaning that they, more often than not, become relegated to an Offensive support role akin to the Rocketeer, though with more armor and a cooler sounding voice.&lt;br /&gt;
&lt;br /&gt;
With a high base HP and somewhat high damage reducton, MECS can take quite the beating, however they are not invincible. During the late game, especially in Long War, they are quickly killed by precise and hard hitting plasma fire from the Muton elites, Mechtoids or the ever annoying Sectopod. Their Maximum health can be boosted, by quite abit, with the Alloy belt upgrade, increasing its durability significantly. Some classes, such as the Goliath also compliment the MEC&#039;s Damage Mitigating role, by giving a higher base defence and also several abilities centering around damage and/or panic reduction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Classes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Marauder (Long War)|Marauder]] is created from the Assault Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Goliath (Long War)|Goliath]] is created from the Gunner Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Archer (Long War)|Archer]] is created from the Rocketeer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Guardian (Long War)|Guardian]] is created from the Medic Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Saburai (Long War)|Saburai]] is created from the Engineer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=57675</id>
		<title>Soldiers (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldiers_(Long_War)&amp;diff=57675"/>
		<updated>2014-06-28T12:43:22Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Fatigue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Squad ==&lt;br /&gt;
Long War&#039;s starting squad size is 6. It can be increased to 8 with Officer Training School upgrades as usual (though the prerequisites for the upgrades are a little different). When defending the XCOM HQ the squad size is fixed at 6. Covert extraction missions are fixed at 4 + the covert operative. The Super Skyranger upgrade will allow an additional 2 soldiers on alien base and Exalt HQ assaults, and an extra 4 soldiers on the final mission.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
Like the base game, soldiers are divided in to classes. Soldiers start out as Privates (analogous to Rookies), where they have no class, and when they progress to Specialist (equivalent to Squaddie) they are assigned a class. Long War allows you some control over which class the Private is assigned to; when a soldier becomes a Specialist, they will be assigned a specialism of Tactical, Weapons, Scout-Sniper, or Support. You can then choose between the two classes for each specialism by choosing the appropriate perk:&lt;br /&gt;
* Scout-Sniper -&amp;gt; [[Scout (Long War)|Scout]] or [[Sniper (Long War)|Sniper]]&lt;br /&gt;
* Tactical -&amp;gt; [[Infantry (Long War)|Infantry]] or [[Assault (Long War)|Assault]]&lt;br /&gt;
* Weapons -&amp;gt; [[Gunner (Long War)|Gunner]] or [[Rocketeer (Long War)|Rocketeer]]&lt;br /&gt;
* Support -&amp;gt; [[Medic (Long War)|Medic]] or [[Engineer (Long War)|Engineer]]&lt;br /&gt;
If you don&#039;t want either of the classes for that soldier you can choose the third Random option to choose a random class of the other 6.&lt;br /&gt;
&lt;br /&gt;
== Fatigue==&lt;br /&gt;
In Long War soldiers suffer from Fatigue. After finishing a mission they must rest for several days, or they will suffer a penalty to their effectiveness in the next mission equivalent to the Light Wound debuff. This is very important to how you play the game, since your roster of soldiers must be much larger to allow rotating soldiers in and out due to fatigue.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should have about four full teams of soldiers (24-32), ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially if Operation Sling-shot and Portent are activated. &lt;br /&gt;
&lt;br /&gt;
Fatigue on soldiers also highlight the importance of the S.H.I.V, as they do not suffer any fatigue, meaning that they can effectively be taken on several missions in quick successions (Granted that they aren&#039;t wounded during a mission)However they do not gain any experience so they effectively take negate any experience that could be potentially given to soldiers.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
The default option for Long War is that soldiers have randomized starting stats. The stats for soldiers are generated with a points system, so while soldiers will be different, their overall quality should be the same. The Second Wave option Strict Screening  will give your soldiers fixed starting stats, while World Diversity will allow the algorithm to generate soldiers of varying quality, so some will simply be better than others.&lt;br /&gt;
&lt;br /&gt;
In addition to the normal stats of mobility, aim, will and HP, Long War soldiers also have a built in defence stat. In Long War you can expect your soldiers&#039; starting Will to be much lower than in vanilla XCOM, making panic much more of a problem early game.&lt;br /&gt;
&lt;br /&gt;
The aim progression of the various classes do not differ as wildly in Long War as they do in vanilla. For example, the vanilla Heavy gains +10 aim from ranks, compared to the vanilla Sniper&#039;s +40, for a 30 aim difference. In comparison, the Long War Engineer gains 14 aim to the Sniper&#039;s 32, a much smaller, though still significant, 18 aim difference. HP progression on the other hand differs slightly more between classes. In vanilla, excepting gains from perks, the classes all gain 4 HP except the Sniper who gains one less. In Long War HP progression varies from 2 HP up to 4 HP.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=57674</id>
		<title>Foundry (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Foundry_(Long_War)&amp;diff=57674"/>
		<updated>2014-06-28T12:34:40Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
{{Facilities Data Box (Long War)&lt;br /&gt;
|requires=Alien Weaponry&lt;br /&gt;
|manpower=n/a&lt;br /&gt;
|costs=§200&lt;br /&gt;
|quicklycosts=§300, 10 Meld&lt;br /&gt;
|power=5&lt;br /&gt;
|maintenance=§25/mo&lt;br /&gt;
|build time=10 days&lt;br /&gt;
|quickly build time=5 days&lt;br /&gt;
|provides=Foundry projects&lt;br /&gt;
|adjacency= Workshop: 5% refunds&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
The foundry is one the most important buildings in Long War, it is used to upgrade exisisting equipment aswell as creating new equipment. The Foundry is unlocked very early during the campaign and it is highly advised to get one as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes. &lt;br /&gt;
&lt;br /&gt;
Foundry projects are usually small passive upgrades for all parts of the tactical gameplay but also requires a significant investment of resources, especially meld. These can range from, boosting pistols to crit more often, to collecting more materials during missions.&lt;br /&gt;
&lt;br /&gt;
One of the most important upgrade paths that the foundry gives access to, are Interceptor upgrades, making them viable against the Alien UFOs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: HQ Facilities (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=57615</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=57615"/>
		<updated>2014-06-25T20:27:51Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Council Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
==Standard Missions==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
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&#039;t have that country covered and didn&#039;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.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
When a UFO is shot down and not destroyed a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO&#039;s Elerium Generators exploding. 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 fators, 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.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (low altitude often means it will land). If 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 &#039;&#039;let&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Long War is 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.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====[[Extraction (EU2012)|Target Extraction]]====&lt;br /&gt;
====[[Bomb Disposal (EU2012)|Bomb Disposal]]====&lt;br /&gt;
====[[Escort (EU2012)|Target Escort]]====&lt;br /&gt;
====[[Asset Recovery (EU2012)|Asset Recovery]]====&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
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, and usually your best strategy is to get your covert operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;discover&amp;quot; step on the EXALT base until you&#039;re ready to assault it to avoid this behaviour triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====XCOM Base Defense====&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=57613</id>
		<title>Missions (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(Long_War)&amp;diff=57613"/>
		<updated>2014-06-25T20:07:26Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* UFO Crash Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
==Standard Missions==&lt;br /&gt;
===Alien Missions===&lt;br /&gt;
====Alien Abductions====&lt;br /&gt;
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&#039;t have that country covered and didn&#039;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.&lt;br /&gt;
&lt;br /&gt;
====UFO Crash Site====&lt;br /&gt;
When a UFO is shot down and not destroyed a UFO Crash Site mission becomes available. Completion of a UFO Crash Site mission rewards the player with the possibility of recovering valuable components from the UFO--- however, a crashed UFO is now even more likely to have destroyed artifacts. In fact, after the first round, you will more often than not hear the UFO&#039;s Elerium Generators exploding. 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 fators, 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.&lt;br /&gt;
&lt;br /&gt;
====UFO Landing Site====&lt;br /&gt;
Some UFO missions will involve a landing. Whether or not this will be the case can often be determined by looking at the UFO&#039;s altitude (low altitude often means it will land). If 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 &#039;&#039;let&#039;&#039; 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
====Terror Site====&lt;br /&gt;
Similar to vanilla terror missions. You are required to eliminate all hostiles and save as many civilians as you can. Long War is 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.&lt;br /&gt;
&lt;br /&gt;
===Council Missions===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Target Extraction====&lt;br /&gt;
====Bomb Disposal====&lt;br /&gt;
====Target Escort====&lt;br /&gt;
====Asset Recovery====&lt;br /&gt;
&lt;br /&gt;
===EXALT===&lt;br /&gt;
====Covert Data Recovery====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Covert Extraction====&lt;br /&gt;
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, and usually your best strategy is to get your covert operative to the arrays, hack them and get out fast.&lt;br /&gt;
&lt;br /&gt;
====Exalt Base Assault====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;discover&amp;quot; step on the EXALT base until you&#039;re ready to assault it to avoid this behaviour triggering constantly even though you don&#039;t want it.&lt;br /&gt;
&lt;br /&gt;
==Essential Missions==&lt;br /&gt;
====XCOM Base Defense====&lt;br /&gt;
====Alien Base Assault====&lt;br /&gt;
====Overseer Crash Site====&lt;br /&gt;
====Temple Ship Assault====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57498</id>
		<title>MEC Trooper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=MEC_Trooper_(Long_War)&amp;diff=57498"/>
		<updated>2014-06-24T00:00:55Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added info on MECs and some of the changes, between Vanilla Enemy Withing and Long War.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:REWRITE NEEDED (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
MEC troopers from XCOM Enemy Within, has been greatly expanded upon in Long War. They also cost significantly more resources to aquire. More research is required before the MEC trooper can be created and due to the item rebalancing, they show up much later in the Campaign compared to Vanilla Enemy Within and require a significant investment of both time and resources. To counter this, Long War has made significant changes to the [[S.H.I.V. (Long War)|S.H.I.V.]] While the MEC has been overhauled dramatically, to make up for its steeper cost. Many S.H.I.V. upgrades can also be used on MEC, allowing for broader customization of Individual MECS. &lt;br /&gt;
&lt;br /&gt;
Like the S.H.I.V. In Long War, MEC Suits cannot take cover, however they have a high Damage reduction, making them quite difficult, for the enemy, to take down. Some MEC classes can increase this damage reduction even further, with MEC class specific perks.&lt;br /&gt;
&lt;br /&gt;
Like Vanilla, MEC troopers are chosen from the Soldier Roster on the base. Only Soldiers with a rank of Specialist or above is eligible for MEC training, the higher the rank, the more abilities the MEC will start with. &lt;br /&gt;
&lt;br /&gt;
As Long War has introduced new soldier classes, it also introduced new MEC classes, offering a Unique MEC class for each of the 8 classes featured in Long War. These changes allow the Mec to be customised in ways that can suit any playstyle and offer greater tactical freedom, when setting up squads for missions.&lt;br /&gt;
Each MEC class &amp;quot;inherits&amp;quot; traits from the class that the soldier was prior to undergoing MEC training, this means that when creating a MEC it is wise to think what sort of role the MEC should fulfill.&lt;br /&gt;
&lt;br /&gt;
MEC troopers cannot function without a MEC suit, meaning that any surplus of MEC troopers, will be useless unless given a MEC suit of their own. Like Unlike S.H.I.V.S Mecs suffer from fatigue and need to rest after each mission, however, only the MEC trooper needs the rest, meaning that the suit can be given to another MEC operator effectively letting you have a MEC trooper with you on ever single mission, unless it is destroyed during a mission. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEC Classes&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Jaeger (Long War)|Jaeger]] is created from the Sniper Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Pathfinder (Long War)|Pathfinder]] is created from the Scout Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Valkyrie (Long War)|Valkyrie]] is created from the Infantry Class &amp;lt;br/&amp;gt; &lt;br /&gt;
The [[Marauder (Long War)|Marauder]] is created from the Assault Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Goliath (Long War)|Goliath]] is created from the Gunner Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Archer (Long War)|Archer]] is created from the Rocketeer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Guardian (Long War)|Guardian]] is created from the Medic Class &amp;lt;br/&amp;gt;&lt;br /&gt;
The [[Saburai (Long War)|Saburai]] is created from the Engineer Class &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;br /&gt;
[[Category: MECs (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57497</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57497"/>
		<updated>2014-06-23T23:19:33Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, knowing what works well against what UFO, can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, so too does the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None. &lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up, throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. However, they are, easily (as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles work well&#039;&#039;&#039; against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light. &lt;br /&gt;
&lt;br /&gt;
These UFOs, appear during the first month and the can be recognised by a purple strobe, emanating from their blip. Unlike the Scout, the Figther can pose a serious threat to Interceptors. As they are armoured, it is highly advised to &#039;&#039;&#039;use Stingray missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude, before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles work well&#039;&#039;&#039; against this UFO. When attacking a Raider, use lesser experienced pilots to soften it up, before letting a senior pilot engage and (hopefully) bring it down. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will destroy unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, while not impossible it is usually not worth it. &#039;&#039;&#039;Use Stingrays against this UFO, as Avalanche Missiles will do little damage against its armored shell. Ideally higher tier weaponry such as the Phoenix Coilgun or Laser Cannon should be used.&#039;&#039;&#039;. When engaging Destroyers, it is a good idea to have at least one or two foundry projects completed, that increase the survivability of interceptors. A full contingent of (unupgraded) Interceptors, can bring down a Destroyer but doing so, will most likely mean that there are no interceptors left to defend the airspace. Unless prepared for, think twice before trying to shoot down this UFO. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop-up randomly and fly towards a country. You won&#039;t be able to take these on during the early stages of the war. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance.&#039;&#039;&#039; However, they can be avoided, as they will not go after Satellites or go on bombing runs over cities. Abductors, as their name implies, spawn Abduction missions, unless they are shot down before this happens. It is harder, however, to shoot down an Abductor and then assault it, than it is to let it land and then handle the Abduction mission. However, the reward for shooting down and successfully assaulting one of these crafts are plenty (though not enough) of Alloys and Elerium, aswell as damaged equipment, which can be sold on the Grey Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite, during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to take one down reliably.&#039;&#039;&#039; These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one, while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, aswell as distrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
This UFO, is functionally identical to the Abductor, it is heavily armored and packs quite the weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium, though you have to remove the contingent of aliens first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with laser cannons. Having several firestorms, with the best Air weapons available, with almost all foundry upgrades, aswell as a surplus of Dodging, aiming and tracking modules gives a slight chance to shoot one down. They sometimes spawn as transports for terror missions, DON&#039;T engage them, Don&#039;t even try as it is not worth it and they can one-shot interceptors and sometimes two-shot firestorms.&lt;br /&gt;
&lt;br /&gt;
Unless well prepared, DO not engage these ships.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57496</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57496"/>
		<updated>2014-06-23T23:17:13Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, knowing what works well against what UFO, can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, so too does the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Small UFOs. = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None. &lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up, throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. However, they are, easily (as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles work well&#039;&#039;&#039; against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light. &lt;br /&gt;
&lt;br /&gt;
These UFOs, appear during the first month and the can be recognised by a purple strobe, emanating from their blip. Unlike the Scout, the Figther can pose a serious threat to Interceptors. As they are armoured, it is highly advised to &#039;&#039;&#039;use Stingray missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude, before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
= Medium UFOs. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles work well&#039;&#039;&#039; against this UFO. When attacking a Raider, use lesser experienced pilots to soften it up, before letting a senior pilot engage and (hopefully) bring it down. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will destroy unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, while not impossible it is usually not worth it. &#039;&#039;&#039;Use Stingrays against this UFO, as Avalanche Missiles will do little damage against its armored shell. Ideally higher tier weaponry such as the Phoenix Coilgun or Laser Cannon should be used.&#039;&#039;&#039;. When engaging Destroyers, it is a good idea to have at least one or two foundry projects completed, that increase the survivability of interceptors. A full contingent of (unupgraded) Interceptors, can bring down a Destroyer but doing so, will most likely mean that there are no interceptors left to defend the airspace. Unless prepared for, think twice before trying to shoot down this UFO. &lt;br /&gt;
&lt;br /&gt;
= Large UFOs. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop-up randomly and fly towards a country. You won&#039;t be able to take these on during the early stages of the war. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance.&#039;&#039;&#039; However, they can be avoided, as they will not go after Satellites or go on bombing runs over cities. Abductors, as their name implies, spawn Abduction missions, unless they are shot down before this happens. It is harder, however, to shoot down an Abductor and then assault it, than it is to let it land and then handle the Abduction mission. However, the reward for shooting down and successfully assaulting one of these crafts are plenty (though not enough) of Alloys and Elerium, aswell as damaged equipment, which can be sold on the Grey Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite, during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to take one down reliably.&#039;&#039;&#039; These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one, while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, aswell as distrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
This UFO, is functionally identical to the Abductor, it is heavily armored and packs quite the weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium, though you have to remove the contingent of aliens first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Very Large UFOs. =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with laser cannons. Having several firestorms, with the best Air weapons available, with almost all foundry upgrades, aswell as a surplus of Dodging, aiming and tracking modules gives a slight chance to shoot one down. They sometimes spawn as transports for terror missions, DON&#039;T engage them, Don&#039;t even try as it is not worth it and they can one-shot interceptors and sometimes two-shot firestorms.&lt;br /&gt;
&lt;br /&gt;
Unless well prepared, DO not engage these ships.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57495</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57495"/>
		<updated>2014-06-23T23:06:56Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== LONG War Unidentified Flying Objects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UFOs come in a variety of different sizes and configuration, knowing what works well against what UFO, can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, so too does the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Small UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None. &lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up, throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. However, they are, easily (as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles work well&#039;&#039;&#039; against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light. &lt;br /&gt;
&lt;br /&gt;
These UFOs, appear during the first month and the can be recognised by a purple strobe, emanating from their blip. Unlike the Scout, the Figther can pose a serious threat to Interceptors. As they are armoured, it is highly advised to &#039;&#039;&#039;use Stingray missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude, before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Medium UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles work well&#039;&#039;&#039; against this UFO. When attacking a Raider, use lesser experienced pilots to soften it up, before letting a senior pilot engage and (hopefully) bring it down. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will destroy unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, while not impossible it is usually not worth it. &#039;&#039;&#039;Use Stingrays against this UFO, as Avalanche Missiles will do little damage against its armored shell. Ideally higher tier weaponry such as the Phoenix Coilgun or Laser Cannon should be used.&#039;&#039;&#039;. When engaging Destroyers, it is a good idea to have at least one or two foundry projects completed, that increase the survivability of interceptors. A full contingent of (unupgraded) Interceptors, can bring down a Destroyer but doing so, will most likely mean that there are no interceptors left to defend the airspace. Unless prepared for, think twice before trying to shoot down this UFO. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Large UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop-up randomly and fly towards a country. You won&#039;t be able to take these on during the early stages of the war. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance.&#039;&#039;&#039; However, they can be avoided, as they will not go after Satellites or go on bombing runs over cities. Abductors, as their name implies, spawn Abduction missions, unless they are shot down before this happens. It is harder, however, to shoot down an Abductor and then assault it, than it is to let it land and then handle the Abduction mission. However, the reward for shooting down and successfully assaulting one of these crafts are plenty (though not enough) of Alloys and Elerium, aswell as damaged equipment, which can be sold on the Grey Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite, during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to take one down reliably.&#039;&#039;&#039; These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one, while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, aswell as distrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
This UFO, is functionally identical to the Abductor, it is heavily armored and packs quite the weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium, though you have to remove the contingent of aliens first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Very Large UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with laser cannons. Having several firestorms, with the best Air weapons available, with almost all foundry upgrades, aswell as a surplus of Dodging, aiming and tracking modules gives a slight chance to shoot one down. They sometimes spawn as transports for terror missions, DON&#039;T engage them, Don&#039;t even try as it is not worth it and they can one-shot interceptors and sometimes two-shot firestorms.&lt;br /&gt;
&lt;br /&gt;
Unless well prepared, DO not engage these ships.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57494</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57494"/>
		<updated>2014-06-23T23:04:55Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFOs come in a variety of different sizes and configuration, knowing what works well against what UFO, can make the difference between victory and defeat. Below is a short general description of the types of UFOs that the player can encounter in the Long war. Unlike Vanilla, Long War UFOs get better over time. Just as the player researches and upgrades his or her interceptors, so too does the Aliens upgrade their UFOs. This means that new tactics need to be employed during later stages of the game, as Late game UFOs can vary wildly from Early game UFO of the same type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Small UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scout ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None. &lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up, throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. However, they are, easily (as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles work well&#039;&#039;&#039; against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fighter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light. &lt;br /&gt;
&lt;br /&gt;
These UFOs, appear during the first month and the can be recognised by a purple strobe, emanating from their blip. Unlike the Scout, the Figther can pose a serious threat to Interceptors. As they are armoured, it is highly advised to &#039;&#039;&#039;use Stingray missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude, before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Medium UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raider ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles work well&#039;&#039;&#039; against this UFO. When attacking a Raider, use lesser experienced pilots to soften it up, before letting a senior pilot engage and (hopefully) bring it down. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destroyer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will destroy unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, while not impossible it is usually not worth it. &#039;&#039;&#039;Use Stingrays against this UFO, as Avalanche Missiles will do little damage against its armored shell. Ideally higher tier weaponry such as the Phoenix Coilgun or Laser Cannon should be used.&#039;&#039;&#039;. When engaging Destroyers, it is a good idea to have at least one or two foundry projects completed, that increase the survivability of interceptors. A full contingent of (unupgraded) Interceptors, can bring down a Destroyer but doing so, will most likely mean that there are no interceptors left to defend the airspace. Unless prepared for, think twice before trying to shoot down this UFO. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Large UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abductor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop-up randomly and fly towards a country. You won&#039;t be able to take these on during the early stages of the war. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance.&#039;&#039;&#039; However, they can be avoided, as they will not go after Satellites or go on bombing runs over cities. Abductors, as their name implies, spawn Abduction missions, unless they are shot down before this happens. It is harder, however, to shoot down an Abductor and then assault it, than it is to let it land and then handle the Abduction mission. However, the reward for shooting down and successfully assaulting one of these crafts are plenty (though not enough) of Alloys and Elerium, aswell as damaged equipment, which can be sold on the Grey Market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Supply Barge (Harvester) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite, during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to take one down reliably.&#039;&#039;&#039; These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one, while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, aswell as distrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transport ==&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
This UFO, is functionally identical to the Abductor, it is heavily armored and packs quite the weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium, though you have to remove the contingent of aliens first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Very Large UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battleship ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with laser cannons. Having several firestorms, with the best Air weapons available, with almost all foundry upgrades, aswell as a surplus of Dodging, aiming and tracking modules gives a slight chance to shoot one down. They sometimes spawn as transports for terror missions, DON&#039;T engage them, Don&#039;t even try as it is not worth it and they can one-shot interceptors and sometimes two-shot firestorms.&lt;br /&gt;
&lt;br /&gt;
Unless well prepared, DO not engage these ships.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57493</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57493"/>
		<updated>2014-06-23T21:25:40Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Forward Reconnaissance / Front-Line Fighter&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is where the Scout comes into play. Acting as a sub-class of the sniper, the scout foregoes the killing power of sniper rifles with Speed and Agility. Scouts are the point-men of the squad, with their high mobility and &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, they are well suited to be in the front, while the rest of the squad follows suit. The Scout is a very versatile class and can be specialized to act as a forward scout or front-line fighter. Perks like &#039;&#039;&#039;Battlescanner&#039;&#039;&#039;, &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Low profile&#039;&#039;&#039; and &#039;&#039;&#039;Tactical sense&#039;&#039;&#039; makes the Scout a dedicated Pointman, while &amp;quot;&#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;In the Zone&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Lock&#039;n Load&#039;&#039;&#039; funnels the scout toward a front-line fighter role. Later during the game, the Assault can fill the same role as the Scout, but it still lacks the same high mobility and Survivability perks that the Scout enjoy.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase survivability, help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57492</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57492"/>
		<updated>2014-06-23T21:19:22Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Forward Reconnaissance / Front-Line Fighter&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important and the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is were the Scout comes into play. Acting as a sub-class of the sniper, the scout foregoes the killing power of sniper rifles with Speed and Agility. Scouts are the point-men of the squad, with their high mobility and &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, they are well suited to be in the front, while the rest of the squad follows suit. The Scout is a very versatile class and can be specialized to act as a forward scout or front-line fighter. Perks like &#039;&#039;&#039;Battlescanner&#039;&#039;&#039;, &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Low profile&#039;&#039;&#039; and &#039;&#039;&#039;Tactical sense&#039;&#039;&#039; makes the Scout a dedicated Pointman, while &amp;quot;&#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;In the Zone&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Lock&#039;n Load&#039;&#039;&#039; funnels the scout toward a front-line fighter role. Later during the game, the Assault can fill the same role as the Scout, but it still lacks the same high mobility and Survivability perks that the Scout enjoy.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase survivability, help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57491</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57491"/>
		<updated>2014-06-23T21:11:24Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Forward Reconnaissance / Front-Line Fighter&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important. and with the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is were the Scout comes into play. Acting as a sub-class of the sniper, the scout foregoes the killing power of sniper rifles with Speed and Agility. Scouts are the point-men of the squad, with their high mobility and &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, they are well suited to be in the front, while the rest of the squad follows suit. The Scout is a very versatile class and can be specialized to act as a forward scout or front-line fighter. Perks like &#039;&#039;&#039;Battlescanner&#039;&#039;&#039;, &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Low profile&#039;&#039;&#039; and &#039;&#039;&#039;Tactical sense&#039;&#039;&#039; makes the Scout a dedicated Pointman, while &amp;quot;&#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;In the Zone&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Lock&#039;n Load&#039;&#039;&#039; funnels the scout toward a front-line fighter role. Later during the game, the Assault can fill the same role as the Scout, but it still lacks the same high mobility and Survivability perks that the Scout enjoy.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase survivability, help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57490</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57490"/>
		<updated>2014-06-23T20:57:37Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Forward reconnaissance and front line breacher&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important. and with the rebalanced ranges for weapons mean that line of sight and situational awareness is more important than ever. This is were the Scout comes into play. Acting as a sub-class of the sniper, the scout foregoes the killing power of sniper rifles with Speed and Agility. Scouts are the point-men of the squad, with their high mobility and &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, they are well suited to be in the front, while the rest of the squad follows suit. The Scout is a very versatile class and can be specialized to act as a forward scout or front-line fighter. Perks like &#039;&#039;&#039;Battlescanner&#039;&#039;&#039;, &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Low profile&#039;&#039;&#039; and &#039;&#039;&#039;Tactical sense&#039;&#039;&#039; makes the Scout a dedicated Pointman, while &amp;quot;&#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;In the Zone&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Lock&#039;n Load&#039;&#039;&#039; funnels the scout toward a front-line fighter role. Later during the game, the Assault can fill the same role as the Scout, but it still lacks the same high mobility and Survivability perks that the Scout enjoy.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase survivability, help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57489</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57489"/>
		<updated>2014-06-23T20:56:47Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Forward reconnaissance and front line breacher&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important. and with the rebalanced ranges for weapons, line of sight and situational awareness is more important than ever in Long War. This is were the Scout comes into play. Acting as a sub-class of the sniper, the scout foregoes the killing power of sniper rifles with Speed and Agility. Scouts are the point-men of the squad, with their high mobility and &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, they are well suited to be in the front, while the rest of the squad follows suit. The Scout is a very versatile class and can be specialized to act as a forward scout or front-line fighter. Perks like &#039;&#039;&#039;Battlescanner&#039;&#039;&#039;, &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Low profile&#039;&#039;&#039; and &#039;&#039;&#039;Tactical sense&#039;&#039;&#039; makes the Scout a dedicated Pointman, while &amp;quot;&#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;In the Zone&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Lock&#039;n Load&#039;&#039;&#039; funnels the scout toward a front-line fighter role. Later during the game, the Assault can fill the same role as the Scout, but it still lacks the same high mobility and Survivability perks that the Scout enjoy.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase survivability, help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57488</id>
		<title>Scout (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Scout_(Long_War)&amp;diff=57488"/>
		<updated>2014-06-23T20:55:18Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added Tactical Advice for Scout. If there is incorrect information, please do correct and note changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Scout&#039;&#039;&#039; is a unique class that doesn&#039;t have an equivalent in vanilla XCOM, combining elements of Assaults and Snap Shot Snipers. The Scout&#039;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.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Sniper Rifles, Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Reduces hit chance from overwatch fire by 90% for the first shot, and 75% for subsequent shots.&#039;&#039;&lt;br /&gt;
|SpecialistE1= &#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:SNIPER DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses (including while flying).&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SNIPER BATTLESCANNER.png|32px|center]]&#039;&#039;&#039;Battlescanner&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+10 Aim and Crit when no allies within 7 tiles.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:ASSAULT FLUSH.png|32px|center]]&#039;&#039;&#039;Flush&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+3 mobility.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SNIPER LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Low cover counts as full.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ASSAULT AGGRESSION.png|32px|center]]&#039;&#039;&#039;Aggression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +10% critical chance per enemy in sight (max +30%).&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SNIPER ITZ.png|32px|center]]&#039;&#039;&#039;In The Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Killing a flanked or uncovered target with a primary weapon does not cost an action.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT RAPIDFIRE.png|32px|center]]&#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 5 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 3 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 3 || 14&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 3 || 17&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 3 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 5 || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Advice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Forward reconnaissance and front line breacher&lt;br /&gt;
&lt;br /&gt;
In Long War, battlefield awareness is very important. and with the rebalanced ranges for weapons, line of sight and situational awareness is more important than ever in Long War. This is were the Scout comes into play. Acting as a sub-class of the sniper, the scout foregoes the killing power of sniper rifles with Speed and Agility. Scouts are the point-men of the squad, with their high mobility and &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, they are well suited to be in the front, while the rest of the squad follows suit. The Scout is a very versatile class and can be specialized to act as a forward scout or front-line fighter. Perks like &#039;&#039;&#039;Battlescanner&#039;&#039;&#039;, &#039;&#039;&#039;Sprinter&#039;&#039;&#039;, &#039;&#039;&#039;Low profile&#039;&#039;&#039; and &#039;&#039;&#039;Tactical sense&#039;&#039;&#039; makes the Scout a dedicated Pointman, while &amp;quot;&#039;&#039;&#039;Flush&#039;&#039;&#039;, &#039;&#039;&#039;In the Zone&#039;&#039;&#039;, &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Lock&#039;n Load&#039;&#039;&#039; funnels the scout toward a front-line fighter role. Later during the game, the Assault can fill the same role as the Scout, but it still lacks the same high mobility and Survivability perks that the Scout enjoy.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase survivability, help immensely during Covert Operations against Exalt cells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57487</id>
		<title>UFOs (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=UFOs_(Long_War)&amp;diff=57487"/>
		<updated>2014-06-23T20:26:04Z</updated>

		<summary type="html">&lt;p&gt;Carroway: Added descriptions for UFOs, aswell as formatting. If info is incorrect, please correct to right information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Small UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Scout&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: None. &lt;br /&gt;
&lt;br /&gt;
These will be the first UFO&#039;s that the player will encounter. They will start appearing during the first half of the first month and continue to show up, throughout the game. Scouts are unarmoured and lightly armed, but fast moving, meaning that the interception window is very small. However, they are, easily (as easy at it gets in Long War) shot down by interceptors. Although they give very little in terms of Alloys and Elerium, they offer a great opportunity to train new soldiers, &#039;&#039;&#039;Avalanche Missiles work well&#039;&#039;&#039; against this type of UFO.&lt;br /&gt;
&lt;br /&gt;
As the war progresses, it is sometimes wiser to let Scouts fly away and save Interceptors for bigger, more important interception targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Fighter&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Low. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light. &lt;br /&gt;
&lt;br /&gt;
These UFOs, appear during the first month and the can be recognised by a purple strobe, emanating from their blip. Unlike the Scout, the Figther can pose a serious threat to Interceptors. As they are armoured, it is highly advised to &#039;&#039;&#039;use Stingray missiles&#039;&#039;&#039; to punch through their armor.  If a Fighter is in high orbit, it is likely searching for a country&#039;s satellite, therefore it is a good idea to check its altitude, before deciding to engage a fighter or not. As the war progresses, Fighters become much more dangerous towards interceptors, with increases to armor and a much faster fire rate, making them a nightmare to shoot down in the later stages of the war.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Medium UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Raider&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very light&lt;br /&gt;
&lt;br /&gt;
These UFOs usually start appearing during the latter half of the first month. Tougher and better armored than the scout, the Raider serves a similar purpose. With a larger chassis and bigger guns, several interceptors are required to reliably bring one down. Both &#039;&#039;&#039;Avalanche and Stingray missiles work well&#039;&#039;&#039; against this UFO. When attacking a Raider, use lesser experienced pilots to soften it up, before letting a senior pilot engage and (hopefully) bring it down. Raiders are a good way to gather Alloys and Elerium, as the crew contingent is rather small.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate. &lt;br /&gt;
&lt;br /&gt;
Well armored and well armed, this aptly named UFO will destroy unprepared Interceptors. Usually appearing during the second month, the Destroyer requires a concerted effort to bring down, while not impossible it is usually not worth it. &#039;&#039;&#039;Use Stingrays against this UFO, as Avalanche Missiles will do little damage against its armored shell. Ideally higher tier weaponry such as the Phoenix Coilgun or Laser Cannon should be used.&#039;&#039;&#039;. When engaging Destroyers, it is a good idea to have at least one or two foundry projects completed, that increase the survivability of interceptors. A full contingent of (unupgraded) Interceptors, can bring down a Destroyer but doing so, will most likely mean that there are no interceptors left to defend the airspace. Unless prepared for, think twice before trying to shoot down this UFO. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Large UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Abductor&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Moderate&lt;br /&gt;
&lt;br /&gt;
These UFO&#039;s will pop-up randomly and fly towards a country. You won&#039;t be able to take these on during the early stages of the war. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to have a fighting chance.&#039;&#039;&#039; However, they can be avoided, as they will not go after Satellites or go on bombing runs over cities. Abductors, as their name implies, spawn Abduction missions, unless they are shot down before this happens. It is harder, however, to shoot down an Abductor and then assault it, than it is to let it land and then handle the Abduction mission. However, the reward for shooting down and successfully assaulting one of these crafts are plenty (though not enough) of Alloys and Elerium, aswell as damaged equipment, which can be sold on the Grey Market.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Supply Barge (Harvester) &#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Low/Moderate&lt;br /&gt;
&lt;br /&gt;
These UFOs sometimes pass through airspace with a satellite, during the early stages of the war. Like Abductors, going against one early is a very unwise decision as it can decimate interceptors rather quickly. &#039;&#039;&#039;You&#039;ll need some experienced pilots in upgraded interceptors, equipped with high tier weaponry, such as Laser Cannons or Plasma Cannons to take one down reliably.&#039;&#039;&#039; These UFO&#039;s fly around and gather materials, meaning that sometimes there is a chance to assault one, while it is landed. During the early months this can be a suicide mission, but if successful, you gain quicker access to higher tiers of weaponry and research, aswell as distrupt alien research, making them take longer to research new weapons and armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Transport &#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability:&#039;&#039;&#039; Very High. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Heavy. &lt;br /&gt;
&lt;br /&gt;
This UFO, is functionally identical to the Abductor, it is heavily armored and packs quite the weaponry. You&#039;re liable to have one land before you can shoot one down, giving an opportunity to assault it and take one intact, giving rewarding you with loads of alloys and elerium, though you have to remove the contingent of aliens first. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Very Large UFOs&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&#039;&#039;&#039;Battleship&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability&#039;&#039;&#039;: Very high&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy&lt;br /&gt;
&lt;br /&gt;
As the name implies, these massive ships are some of the most dangerous craft an interceptor can go against. They are highly armored, and packed to the teeth with laser cannons. Having several firestorms, with the best Air weapons available, with almost all foundry upgrades, aswell as a surplus of Dodging, aiming and tracking modules gives a slight chance to shoot one down. They sometimes spawn as transports for terror missions, DON&#039;T engage them, Don&#039;t even try as it is not worth it and they can one-shot interceptors and sometimes two-shot firestorms.&lt;br /&gt;
&lt;br /&gt;
Unless well prepared, DO not engage these ships.&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=57484</id>
		<title>Sniper (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Sniper_(Long_War)&amp;diff=57484"/>
		<updated>2014-06-23T18:49:56Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */  Beta 10 info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version (Long War)|Beta 9a}}&lt;br /&gt;
&lt;br /&gt;
[[File: CLASS SNIPER.png|right|frame|64px|Sniper]]&lt;br /&gt;
&lt;br /&gt;
Long War Sniper is akin to the vanilla Sniper. With Squad Sight as your first ability, the Sniper is able to inflict long range damage on enemy targets from a position of safety. Squad Sight only works with Sniper Rifles up to beta 9a but will be extended to other weapons in beta 10. Squad Sight no longer functions with Overwatch, and Disabling Shot can now cause crits (so take care if you&#039;re trying to wittle down an enemy for stunning purposes).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Sniper Rifles, Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SNIPER SQUADSIGHT.png|32px|center]]&#039;&#039;&#039;Squad Sight&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows firing at targets in any ally&#039;s sight radius, but at -30% critical chance; Does not extend overwatch outside visual range; Only works with sniper rifles.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1=[[File:SNIPER_DGG.png|32px|center]]&#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.&#039;&#039; (including while flying)&lt;br /&gt;
|LCorporal2=[[File:SNIPER GUNSLINGER.png|32px|center]]&#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers 2 bonus damage with pistols.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SNIPER_LOWPROFILE.png|32px|center]]&#039;&#039;&#039;Low Profile&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Makes partial cover count as full.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER EXECUTIONER.png|32px|center]]&#039;&#039;&#039;Executioner&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+10% Aim against targets with less than 50% Health.&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SNIPER HEADSHOT.png|32px|center]]&#039;&#039;&#039;Headshot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Fire a shot with +30% critical chance and +3 to +6 critical damage based on the tech level of the sniper rifle. 2 turn cooldown.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;Provide +2 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;Provide +5 Aim +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:Council Medal of Honor 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus +10 aim and +10% critical chance if you are 7 tiles distant from allies&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ALIEN_CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;+1 damage with primary weapon&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:ASSAULT BRINGTHEMON.png|32px|center]]&#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Adds 1 damage on critical hits for each enemy the squad can see (up to 5).&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;Provide +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;Provide +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;Provide +2 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:Urban Combat Badge 2 (EU2012).png|32px|center]]&#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Bonus 10 aim against enemies in full cover, crit chance +10% against all targets.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SNIPER DISABLINGSHOT.png|32px|center]]&#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows the Sniper to fire a shot that causes the target&#039;s main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.&#039;&#039; (-10 Aim, reduced Damage)&lt;br /&gt;
|TechSgt3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;Provide +2 Aim +1 Will&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Removes the sniper rifle&#039;s restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;All limited-use items in your inventory receive one extra use.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SNIPER_DOUBLETAP.png|32px|center]]&#039;&#039;&#039;Double Tap&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.&#039;&#039; (Can&#039;t be used with &#039;&#039;Snap Shot&#039;&#039;)&lt;br /&gt;
|MSgt2=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;Provide +5 Aim +5 Will +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 0 || 0 || 8 || 8&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 0 || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 1 || 4 || 16&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 1 || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 1 || 4 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 1 || 4 || 28&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 2 || 4 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Long Range Offense&lt;br /&gt;
&lt;br /&gt;
Long War Snipers are quite similar to vanilla squadsight snipers, but there are a few differences. &#039;&#039;&#039;Squadsight&#039;&#039;&#039; no longer works on overwatch, and snipers no longer have access to the &#039;&#039;&#039;Opportunist&#039;&#039;&#039; perk, making them considerably less good defensively - you&#039;ll find snipers can&#039;t demolish enemy packs on sight before they can even take cover like they can in vanilla. Squadsight is gained immediately and unconditionally, so there are no more &amp;quot;snap shot&amp;quot; skirmishing snipers (that role goes to the [[Scout (Long War)|Scout]]). However, snipers &#039;&#039;can&#039;&#039; still have &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; at Gunnery Sergeant rank, and it&#039;s not mutually exclusive with Squadsight, allowing high ranking snipers more mobility without greatly compromising their offensive ability. Another notable omission from the Sniper&#039;s line up is &#039;&#039;&#039;In The Zone&#039;&#039;&#039;, which is now available only to Scouts.&lt;br /&gt;
&lt;br /&gt;
Snipers can now use assault rifles in Long War as well as sniper rifles. This isn&#039;t particularly useful in practice, since the [[Infantry (Long War)|Infantry]] class generally performs better as a damage dealer with assault rifles, however it may be useful if circumstances push you in to fielding a suboptimal squad. As in vanilla, Snipers gain the most aim per rank, ending with 7 more aim than any other class at Master Sergeant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(In beta 10, the Sniper Rifle can be exchanged with a Marksman Rifle, this essentially gives the Sniper, the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk, however they lose the ability to fully utilize their Squad Sight ability. The choice between the &amp;quot;normal&amp;quot; Sniper Rifle and the Marksman Rifle, offers a choice between high mobility or high damage, without having to choose the perks for it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57483</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=57483"/>
		<updated>2014-06-23T18:40:19Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:STUB}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which has the same effect as vanilla of making Medikit items usable 3 times.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles, Shotguns&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:SUPPORT FIELDMEDIC.png|32px|center]]&#039;&#039;&#039;Field Medic&#039;&#039;&#039; &amp;lt;br/&amp;gt;  &#039;&#039;Allows 3 uses of Medikit items.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:Defenders Medal 1 (EU2012).png|32px|center]]&#039;&#039;&#039;Steadfast&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Immune to panic, except Psi Panic.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows reaction shots to trigger on enemy attacks, not just movement&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]&#039;&#039;&#039;Revive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039; Allows medkits to revive critically wounded soldiers at 33% percent of maximum health instead of just stabilizing them &#039;&#039;&lt;br /&gt;
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]&#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]&#039;&#039;&#039;Combat Drugs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]&#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]&#039;&#039;&#039;Opportunist&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Primary weapon do one additional damage&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]&#039;&#039;&#039;Sprinter&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows the soldier to move 3 additional tiles.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:SUPPORT SAVIOR.png|32px|center]]&#039;&#039;&#039;Savior&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC EXPANDED STORAGE.png|32px|center]]&#039;&#039;&#039;Packmaster&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:SUPPORT SENTINEL.png|32px|center]]&#039;&#039;&#039;Sentinel&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 2 || 7&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 2 || 11&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 13&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Defensive Support.&lt;br /&gt;
&lt;br /&gt;
Medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.&lt;br /&gt;
&lt;br /&gt;
Medics can specialize in three different support roles. With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Saviour&#039;&#039;&#039; &#039;&#039;(In beta 10 they also get the new perk &#039;&#039;&#039;Paramedic&#039;&#039;&#039;)&#039;&#039; they become the dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039;, &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; and &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, &#039;&#039;&#039;Sentinel&#039;&#039;&#039; and &#039;&#039;&#039;Suppression&#039;&#039;&#039; make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.&lt;br /&gt;
&lt;br /&gt;
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don&#039;t expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=57482</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=57482"/>
		<updated>2014-06-23T18:37:18Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a rocket using an equipped launcher.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Rockets and Grenades do 50% extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Overwatch reaction can trigger on enemy attack; does not work with suppression&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ALIEN DEATHBLOSSOM.png|32px|center]]&#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases rocket range by 33% and rockets can be fired beyond visual range.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the rocket launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the Rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit , in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any straggelers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, this can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk. Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; Perk, which increases the damage dealt by friendly forces, while also doing respectable damage on its own. With Perks like &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights, even though they should still be kept away from the front lines. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine, how precisely they can aim their rockets, a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be.&lt;br /&gt;
&lt;br /&gt;
Due to the way that Rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers, meaning that danger close rocket support is next to impossible. &lt;br /&gt;
&lt;br /&gt;
As mentioned before, the usefulness of the Rocketeer depends entirely on the playstyle. Rocketeers tend to favor more agressive styles of play, where rockets are used in conjunction with Assaults and Scouts, to remove cover, while the others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=57481</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=57481"/>
		<updated>2014-06-23T18:34:27Z</updated>

		<summary type="html">&lt;p&gt;Carroway: /* Tactical Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a rocket using an equipped launcher.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Rockets and Grenades do 50% extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Overwatch reaction can trigger on enemy attack; does not work with suppression&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ALIEN DEATHBLOSSOM.png|32px|center]]&#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases rocket range by 33% and rockets can be fired beyond visual range.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the rocket launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the Rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit , in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any straggelers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, this can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk. Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; Perk, which increases the damage dealt by friendly forces, while also doing respectable damage on its own. With Perks like &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights, even though they should still be kept away from the front lines. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine, how precisely they can aim their rockets, a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be.&lt;br /&gt;
&lt;br /&gt;
Due to the way that Rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers instead of their intended targets. &lt;br /&gt;
&lt;br /&gt;
As mentioned before, the usefulness of the Rocketeer depends entirely on the playstyle. Rocketeers tend to favor more agressive styles of play, where rockets are used in conjunction with Assaults and Scouts, to remove cover, while the others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=57480</id>
		<title>Rocketeer (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Rocketeer_(Long_War)&amp;diff=57480"/>
		<updated>2014-06-23T18:34:10Z</updated>

		<summary type="html">&lt;p&gt;Carroway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rocketeer class is similar to an explosives specialized Heavy in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifles&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
== Rockets ==&lt;br /&gt;
Rockets in Long War behave quite differently than in vanilla. See [[Weapons (Long War)#Rockets|Rockets]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1=[[File:HEAVY FIREROCKET.png|32px|center]]&#039;&#039;&#039;Fire Rocket&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Fire a rocket using an equipped launcher.&#039;&#039;&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;-1 Mobility.&#039;&#039;&#039;{{Verify}}&lt;br /&gt;
|LCorporal1=[[File:HEAVY HEAT AMMO.png|32px|center]]&#039;&#039;&#039;HEAT Warheads&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Rockets and Grenades do 50% extra damage to robotic enemies.&#039;&#039;&lt;br /&gt;
|LCorporal2=[[File:SUPPORT COVERINGFIRE.png|32px|center]]&#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Overwatch reaction can trigger on enemy attack; does not work with suppression&#039;&#039;&lt;br /&gt;
|LCorporal3=[[File:HEAVY RAPIDREACTION.png|32px|center]]&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.&#039;&#039;&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal1=[[File:SNIPER SNAPSHOT.png|32px|center]]&#039;&#039;&#039;Snap Shot&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Corporal2=[[File:HEAVY SUPPRESSION.png|32px|center]]&#039;&#039;&#039;Suppression&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.&#039;&#039;&lt;br /&gt;
|Corporal3=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]&#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.&#039;&#039;&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1=[[File:HEAVY SHREDDER.png|32px|center]]&#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|Sergeant2=[[File:ASSAULT TACTICALSENSE.png|32px|center]]&#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers +5 Defense per enemy in sight (max +20).&#039;&#039;&lt;br /&gt;
|Sergeant3=[[File:SUPPORT DENSESMOKE.png|32px|center]]&#039;&#039;&#039;Dense Smoke&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Smoke Grenades have increased area of effect and further increase units&#039; Defense by 20.&#039;&#039;&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt1=[[File:HEAVY WILLTOSURVIVE.png|32px|center]]&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Reduces all normal damage taken by 1.5 if in cover and not flanked.&#039;&#039;&lt;br /&gt;
|TechSgt2=[[File:HEAVY DANGERZONE.png|32px|center]]&#039;&#039;&#039;Danger Zone&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgt3=[[File:ALIEN CANNONFIRE.png|32px|center]]&#039;&#039;&#039;Ranger&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;+1 damage with primary weapon.&#039;&#039;&lt;br /&gt;
|TechSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1=[[File:HEAVY MAYHEM.png|32px|center]]&#039;&#039;&#039;Mayhem&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers extra 2 damage to LMGs, Sniper Rifles, Rockets, Suppression, Grenades, and Mines.&#039;&#039;&lt;br /&gt;
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]&#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.&#039;&#039;&lt;br /&gt;
|GunSgt3=[[File:ASSAULT RESILLIENCE.png|32px|center]]&#039;&#039;&#039;Resilience&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Confers immunity to critical hits.&#039;&#039;&lt;br /&gt;
|GunSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgt1=[[File:HEAVY ROCKETEER.png|32px|center]]&#039;&#039;&#039;Rocketeer&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Allows 1 additional standard rocket to be fired per battle.&#039;&#039;&lt;br /&gt;
|MSgt2=[[File:MEC VITAL POINT TARGETING.png|32px|center]]&#039;&#039;&#039;Vital Point Targeting&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Additional 2 damage against any human target and any alien that has been autopsied.&#039;&#039;&lt;br /&gt;
|MSgt3=[[File:ALIEN DEATHBLOSSOM.png|32px|center]]&#039;&#039;&#039;Javelin Rockets&#039;&#039;&#039;&amp;lt;br/&amp;gt;&#039;&#039;Increases rocket range by 33% and rockets can be fired beyond visual range.&#039;&#039;&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!HP at level!!Total HP!!Aim at level!!Total Aim&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 9&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 3 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 3 || 18&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;:Mid/Long range Offensive Support.&lt;br /&gt;
&lt;br /&gt;
An offensive support class, whose value depends on the players playstyle. The Rocketeer&#039;s speciality is the rocket launcher that she carries with her. Unlike Vanilla, the Long War Rocketeer perk tree focus almost exclusively on ways to improve the Rocket launcher. &lt;br /&gt;
&lt;br /&gt;
Even though they are less reliable to hit , in Long war, the rocket launcher&#039;s primary uses are still the same as in vanilla: clearing tightly packed groups or hard cover, while letting the rest of the squad clean up any straggelers. Unlike vanilla, Rocketeers can move and fire, though with a hefty aim penalty and reduced range, this can be somewhat negated with the &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; perk. Another important ability is the &#039;&#039;&#039;Shredder Ammo&#039;&#039;&#039; Perk, which increases the damage dealt by friendly forces, while also doing respectable damage on its own. With Perks like &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;, &#039;&#039;&#039;Supression&#039;&#039;&#039; and &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and a respectable Aim increase per level, the Rocketeer can hold her own during fire fights, even though they should still be kept away from the front lines. &lt;br /&gt;
&lt;br /&gt;
Unlike Vanilla, Long War Rocketeers rely on their Aim to determine, how precisely they can aim their rockets, a higher aim will mean that a rocket will scatter less, also the further away the target, the higher the scatter will be.&lt;br /&gt;
&lt;br /&gt;
Due to the way that Rockets behave in Long War, it is very dangerous to shoot rockets while friendly forces are near the target area, as the rockets can easily veer off course and hit friendly soldiers instead of their intended targets. &lt;br /&gt;
&lt;br /&gt;
As mentioned before, the usefulness of the Rocketeer depends entirely on the playstyle. Rocketeers tend to favor more agressive styles of play, where rockets are used in conjunction with Assaults and Scouts, to remove cover, while the others push against the enemy position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Carroway</name></author>
	</entry>
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